phys_torque
Jump to navigation
Jump to search
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.
Keyvalues
- 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.
- 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
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: