phys_magnet
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Code classes:
CPhysMagnet
CBaseAnimating
(models)CBaseEntity
(all ents)
phys_magnet
is a point entity present in all Source games. It acts like a magnet. Objects with the material types M and P (metal and computer) will get attached to the magnet if they touch it.
Bug: Magnets and objects affected by them may move extremely weirdly when carried by the gravity gun.
Bug: The magnet does not check what's touching it when the TurnOn input is sent, so if it's touching something as it's turned on, that object will not stick until a new touchlink is created.
Flags[edit | edit source]
- 1: Start Asleep - Magnet will not move until a force acts on it.
- 2: Motion Disabled - Magnet never moves.
- 4: Suck On Touch - Magnet tries to pull objects in. Attraction distance appears to be stuck at 80 units. Bug: Sometimes does not work, or repels depending on angles of objects?
- 8: Allow Attached Rotation - Allows attached objects to rotate freely. (Like with a
phys_ballsocket
, as opposed tophys_constraint
.)
- 16: Coast jeep pickup hack - Makes the magnet only pick up
prop_vehicle_jeep
s, and break or delete anything else it touches. This flag was used ond2_coast_01
to prevent the crane sequence from being broken by objects placed on top of the buggy.
Keyvalues[edit | edit source]
- Force Limit to Break (lbs)
(forcelimit)
<float>
- The amount of force that must be applied to make an object escape the magnet's pull.
- Torque Limit to Break (lbs * distance)
(torquelimit)
<float>
- The amount of torque that must be applied to make an object escape the magnet's pull.
- Mass Scale
(massscale)
<float>
- Multiplier for the magnet's mass.
- Override Parameters
(overridescript)
<string>
- A list of physics keyvalues that are usually embedded in the model. Format is
key,value,key,value,...
. - Maximum Attached Objects
(maxobjects)
<integer>
- The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.
Inputs[edit | edit source]
- TurnOn
- Turns the magnet on.
- TurnOff
- Turns the magnet off (detaches any objects).
- Toggle (Not in FGD)
- If on, turn off. If off, turn on.
Outputs[edit | edit source]
- OnAttach
- Fires when something gets attached to the magnet.
- OnDetach
- Fires when something breaks free from the magnet naturally (not due to the magnet turning off).