func_precipitation
From Valve Developer Community
This is a brush entity available in all Source games.
Contents |
Entity Description
A brush entity that creates rain and snow inside its volume.
Rain Related Console Commands
There are a number of console commands that control func_precipitation rendering. These include: r_rainalpha, r_rainalphapow, r_raindensity, r_rainlength, r_RainHack, r_rainlength, r_RainProfile (displays stats on rain rendering costs), r_RainRadius, r_RainSideVel (controls sideways movement of the rain particles, e.g. to simulate rain in the wind), r_RainSimulate (toggles animation on the rain; freezes the rain when set to 0), r_rainspeed, r_RainSplashPercentage and r_rainwidth.
To do: The names of these seem descriptive enough for most of them, but what do r_rainalphapow and r_RainHack do?
- See also Precipitation issues - details various issues and workarounds involving the use of this entity.
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
-
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
- renderamt
- <integer> Density (0-100%)
- rendercolor
- <color255> Color (R G B)
- preciptype
- <choices> Precipitation Type
Literal Value Description 0 Rain 1 Snow (Identical to "Rain" - use "Snowfall" instead.) 2 Ash 3 Snowfall 4 - 5 (New with Left 4 Dead) Rain (New with Left 4 Dead)
Inputs
-
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
-
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
SetParentAttachmentMaintainOffset <string> - As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
-
ClearParent - Removes this entity from its current movement hierarchy.
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
