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Phys convert
From HalfLife 2 Knowledge Base
Contents |
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phys_convert
Source(core) Point Entity
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description
Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics.
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properties
- Name targetname(target_source)
The name that other entities refer to this entity by. - Entity to convert target(target_destination)
Name of the entity that will be converted to a physics object when the ConvertTarget input is fired. - Model Swap Entity swapmodel(string)
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spawn flags
- 1: Convert Asleep - default: OFF
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inputs
- Kill(void)
Removes this entity from the world. - KillHierarchy(void)
Removes this entity and all its children from the world. - AddOutput(string)
Adds an entity I/O connection to this entity. Format - Convert(void)
Causes the entity to convert, to be converted in a physic entity. - FireUser1(void)
Causes this entity's OnUser1 output to be fired. - FireUser2(void)
Causes this entity's OnUser2 output to be fired. - FireUser3(void)
Causes this entity's OnUser3 output to be fired. - FireUser4(void)
Causes this entity's OnUser4 output to be fired.
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outputs
- OnUser1(void)
Fired in response to FireUser1 input. - OnUser2(void)
Fired in response to FireUser2 input. - OnUser3(void)
Fired in response to FireUser3 input. - OnUser4(void)
Fired in response to FireUser4 input.
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related tutorials
Submit your tutorial for phys_convert

