phys_convert

From Source Entities
Jump to navigation Jump to search

Code classes:

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_brushes and model entities into simple_physics_props.

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.