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phys_thruster

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phys_thruster is a point entity available in all Source Source games. It is used to apply constant acceleration to a physics object. The force and torque is calculated using the position and direction of the thruster as an impulse. So moving those off the object's center will cause torque as well. Torque can be removed by unchecking the Apply Torque flag. The position of the thruster can be forced to be at the object's center by checking the Ignore Pos flag.

Keyvalues

Force (force) <string>
Force (will be integrated, units are force kg*in/s^2)
Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
ForceController:
Attached Object (attach1) <targetname>
Object to apply the force to.
Time of Force (0=inf) (forcetime) <float>
Automatic shut-off after this time has passed. A value of 0 means to stay on forever or until deactivated.
Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

  • 32 : Ignore Pos
ForceController:
  • 1 : Start On
Thrust is on by default (will turn off in forcetime)
  • 2 : Apply Force
Apply linear force (if off, torque only)
  • 4 : Apply Torque
Apply rotational force (torque - if off, linear only)
  • 8 : Orient Locally
Maintain local relationship with the attached object
  • 16 : Ignore Mass
Impulse is independent of object's mass (impulse is acceleration NOT force)

Inputs

ForceController:

Activate
Turn the force on
Deactivate
Turn the force off
Scale <float>
Set Force Scale


Outputs

ForceController:


See also