phys_torque
		
		
		
		
		
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 Example:See
Example:See 
		
	
|  Class hierarchy | 
|---|
| CPhysTorque | 
|  phys_controller.cpp | 
phys_torque  is a   point entity  available in all  Source games. It is an angular thruster. Use it to apply angular force to an entity.
 Source games. It is an angular thruster. Use it to apply angular force to an entity.
 Example:See
Example:See steamapps/common/sourcesdk_content/hl2/mapsrc/sdk_phys_torque.vmf for example use (comes with Source SDK installation [confirm])Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Angular Acceleration (force) <string>
- Axial acceleration acting on the object.
- Rotation Axis (axis) <vector>
- The point to the Origin of the entity whose line the rotation 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.
Flags
ForceController:
- Start On : [1]
- Thrust is on by default (will turn off in forcetime)
- Apply Force : [2]
- Apply linear force (if off, torque only)
- Apply Torque : [4]
- Apply rotational force (torque - if off, linear only)
- Orient Locally : [8]
- Maintain local relationship with the attached object
- Ignore Mass : [16]
- 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:
