phys_convert
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Code classes:
CPhysConvert
CLogicalEntity
CServerOnlyEntity
CBaseEntity
(all ents)
phys_convert
is a point entity present in all Source games. When told to, it makes entities physically simulated. It turns brush entities into simple_physics_brush
es and model entities into simple_physics_prop
s.
Note: Some entities such as NPCs and sprites will break. Some objects which are already physically simulated, like rollermines, will not be converted at all. Apparently, prop_dynamic
will only convert if it has a parent.[Confirmed]
Flags[edit | edit source]
- 1: Convert Asleep - Tells the entity to not move until something touches it. Bug: Only works if using a Model Swap Entity!?
- 2: Convert As Debris - Makes the entity not collide with most other objects. Bug: Only works if using a Model Swap Entity!?
Keyvalues[edit | edit source]
- Entity to convert
(target)
<target_destination>
- Name of the entities that will be converted. Bug: When multiple entities are specified here while using a Model Swap Entity, only one entity will be converted, because all of the converted entities would share the same data for decals and dynamic lighting.
- Model Swap Entity
(swapmodel)
<target_destination>
- Name of an optional third entity which Entity to convert will switch to the model of.[Confirmed]
- Mass Override
(massoverride)
<float>
- Sets the mass of the converted object to this amount in kg.
Inputs[edit | edit source]
- ConvertTarget
- Makes Entity to convert be physically simulated.
Output[edit | edit source]
- OnConvert
- Fires when ConvertTarget is sent.