phys_motor
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Class hierarchy |
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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.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
Start On : [1]
No world collision : [2]
- Disable world collisions on hinges
Hinge Object : [4]
- Motor also acts as a hinge constraining the object to this axis
Orient Locally : [8]
- 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