phys_convert
Class hierarchy |
---|
CPhysConvert |
physobj.cpp
|
phys_convert
is a point entity available in all Source games. It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.
The original entity is deleted if successful. Brush entities will turn into simple_physics_brush and model entities will turn into simple_physics_prop. Both are very limited compared to func_physbox and prop_physics. See their respective pages for details.
Note:phys_convert cannot be used in reverse. (cannot turn physically simulated entities into arbitrary entities)
Contents
Keyvalues
- Entity to convert
(target)
<targetname> - Name of the entity that will be converted to a physics object when the
ConvertTarget
input is fired. - Model Swap Entity
(swapmodel)
<string> - If specified, the model of the entity specified here will replace the model of the target object when it is converted. Tip:Use this when the converted object has a separate model used for physics props. (e.g. converting "coolthing001a" when "coolthing001a_physics" exists)
- Mass Override
(massoverride)
<float> - Sets the mass when the object(s) are converted (0 means auto-calculate)
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
Convert Asleep : [1]
Convert As Debris : [2]
Inputs
ConvertTarget
- Converts this entity's target to a physically simulated object.
Note:Name, model, pose, children, position and velocity are retained after conversion. Keyvalues, e.g. skin and color, are not kept. AddOutput could be used as a workaround depending on the circumstances.
- Code:Which fields are transferred can be changed by modifying
CPhysConvert::InputConvertTarget()
.
Outputs
OnConvert
- Fires after the conversion has taken place.
See also
- Blowout Doors - A phys_convert in use.