phys_motor
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
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.
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) -
Spin up time (
spinup
) <String
>
spin up 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
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. -
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 -
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.
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.
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) -
Spin up time (
spinup
) <String
>
spin up 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
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. -
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 -
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.