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phys_magnet

Point Entity

An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it.

Keyvalues

  • World Model (model) <Studio>

  • Skin (skin) <MaterialGroup>
    Some models have multiple versions of their textures, called skins.

  • Body Groups (bodygroups) <BodyGroupChoices>

  • Cast Shadows (disableshadows) <Choices>
    Used to disable shadow casting from this entity.

    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
  • Add Attribute (add_attribute) <String>
    Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource')

  • Add Modifier (add_modifier) <String>
    Will add this modifier when the entity spawns.

  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Spawnflags (spawnflags) <Flags>

    • Start Asleep
    • Motion Disabled
    • Suck On Touch
    • Allow Attached Rotation
    • Coast jeep pickup hack
  • Impulse Limit to Break (kg) (forcelimit) <Float>
    The amount of impulse necessary to break a stuck object off the magnet. A way of calculating this is to set it to the mass of an object that would break this constraint if it were resting on the magnet.

  • Angular Impulse Limit to Break (kg * distance) (torquelimit) <Float>
    The amount of angular impulse necessary to break a stuck object off the magnet. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.

  • Mass Scale (massScale) <Float>
    A scale multiplier for the object's mass.

  • Maximum Attached Objects (maxobjects) <Integer>
    The maximum number of physics objects that can be stuck to the magnet at once. 0 = no limit.

Inputs

  • Skin <Integer>
    Changes the model skin to the specified number.

  • DisableShadow <Void>
    Turn shadow off.

  • EnableShadow <Void>
    Turn shadow on.

  • AlternativeSorting <Boolean>
    Used to attempt to fix sorting problems when rendering. True activates, false deactivates

  • SetRenderAttribute <String>
    Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0

  • ClearRenderAttribute <String>
    Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value.

  • SetParent <TargetDestination>
    Changes the entity's parent in the movement hierarchy.

  • SetParentAttachment <String>
    Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

  • SetParentAttachmentMaintainOffset <String>
    Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

  • ClearParent <Void>
    Removes this entity from the the movement hierarchy, leaving it free to move independently.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • 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.

  • TurnOn <Void>
    Turn the magnet on.

  • TurnOff <Void>
    The the magnet off. This will detach anything current stuck to the magnet.

Outputs

  • OnIgnite <Void>
    Fired when this object catches fire.

  • OnDestructiblePartDestroyed <Cpp>\

  • 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.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnAttach <Void>
    Fired when an entity is grabbed by the magnet.

  • OnDetach <Void>
    Fired when an entity is released by the magnet.