phys_keepupright
class hierarchy |
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CKeepUpright defined in phys_controller.cpp
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phys_keepupright
is a point entity available in all Source 2 games. It is a controller that tries to keep an entity facing a particular direction.
Contents
Keyvalues
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Target Entity
(attach1)
<targetname> - The entity to align to the desired angles.
- Angular Limit
(angularlimit)
<float> - The maximum angular velocity that this controller can compensate for, in degrees per second.
- Damp all rotation
(dampAllRotation)
<boolean> - Forces the upright behavior to have perfect damping, instead of progressively damping.
Flags
- [
1
] : Start inactive
Inputs
TurnOn
- Enable the controller.
TurnOff
- Disable the controller.
Base:
RunScriptFile
- Load and execute a script file.
RunScriptCode
- Execute a fragment of script code.
CallScriptFunction
- Call a script function.
CallPrivateScriptFunction
- Calls a script function from this entity's private script scope.
CallGlobalScriptFunction
- Calls a script function in the global script scope.
Kill
- Removes this entity from the world.
KillHierarchy
- Removes this entity and all its children from the world.
AddOutput
- Adds an entity I/O connection to this entity. Parameter format: OutputName→TargetName→InputName→Parameter→Delay→MaxRefires
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
- This output fires when the entity is killed and removed from the game. Parameter is the inflictor.