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phys_motor

Point Entity

An entity that tries to spin a target entity at a particular speed.

Keyvalues

  • 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.

  • Rotation Speed (speed) <String>
    Angular speed (units are degress/second)

  • Friction (friction) <Float>
    Friction that slows the object's rotation when the motor is disabled. Start with a very small value between 0 and 1, and tune from there.

  • Spin up time (spinup) <String>
    spin up time in seconds (also affects the rate at which speed changes happen)

  • Spin down time (spindown) <String>
    spin down time in seconds (also affects the rate at which speed changes happen)

  • System Interia Scale (inertiafactor) <Float>
    Make this larger if the object being driven is constrained to a set of heavier objects.

  • Rotation Axis (axis) <Vecline>

  • Spawnflags (spawnflags) <Flags>

    • Start On
    • No world collision
    • Hinge Object
  • Attached Object (attach1) <TargetDestination>
    Object to apply the force to

  • Anchor Object (attach2) <TargetDestination>
    Object the other side of the motor joint is attached to. If blank, the motor is anchored to the world.

Inputs

  • 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.

  • SetSpeed <Float>
    Sets target speed

  • SetSpinUpTime <Cpp>\

  • SetSpinDownTime <Cpp>\

  • SetFriction <Float>
    Sets friction -- only applies when the motor is off

  • SetSystemInertiaScale <Cpp>\

  • TurnOn <Void>
    Turns motor on

  • TurnOff <Void>
    Turns motor off

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.

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