phys_motor
Class hierarchy |
---|
CPhysMotor |
phys_controller.cpp
|
phys_motor
is a point entity available in all Source games. It tries to spin a target entity at a particular speed.
Keyvalues
- Rotation Speed
(speed)
<string> - Angular speed (units are degrees/second)
- Spin up time
(spinup)
<string> - spin up time in seconds (also affects the rate at which speed changes happen)
- System Interia Scale
(inertiafactor)
<float> - Make this larger if the object being driven is constrained to a set of heavier objects.
- Rotation Axis
(axis)
<vector> - The point to the Origin of the entity whose line the rotation axis.
- Attached Object
(attach1)
<targetname> - Object to apply the force to
- 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.
Flags
- [
1
] : Start On - [
2
] : No world collision
Disable world collisions on hinges - [
4
] : Hinge Object
Motor also acts as a hinge constraining the object to this axis - [
8
] : Orient Locally
Maintain local relationship with the attached object (FGD comment: "NOT WORKING YET")
Inputs
SetSpeed
<float>- Sets target speed
TurnOn
- Turns motor on
TurnOff
- Turns motor off