func_water

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This is a brush entity available in all Source games.

Contents

Entity Description

Warning: this entity appears to be disabled (// commented) in OB/base.fgd. It was probably abandoned because it wouldn't work properly.

Keyvalues

  • Move Direction (Pitch Yaw Roll)
movedir <angle>
The direction the water will move when it is told to 'Open'. Default value is "0 0 0".
  • Wave Height
WaveHeight <string>
default value is "3.0"
  • Door:

Speed <int>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Start Sound <string>
Stop Sound <string>
Overrides for the sound played when the door starts/stops moving.
Start Close Sound <string>
Stop Close Sound <string>
Optional sound override used when the door is closing.
Delay Before Reset <int>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip <int>
Deprecated.
Blocking Damage <int>
Amount of damage done to entities that block the movement of this door, per frame.
Force Closed <bool>
Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Ignore Debris <bool>
Changes the door's collision group to one that ignore collisions with debris objects. Not compatible with the non-solid-to-player spawnflag.
Health <int>
Message If Triggered <string>
Deprecated.
Locked Sound <string>
Unlocked Sound <string>
Sounds played when the player tries to use the door.
Spawn Position <choices>
State the door should begin in; open or closed.
Locked Sentence <choices>
Unlocked Sentence <choices>
Deprecated. Were used in HL1 to play Black Mesa's "access denied" voice.
Minimum Light Level <int>
The minimum level of ambient light that hits this brush.
Loop Moving Sound? <bool>
Makes the door's Start Sound loop until the door finishes moving.
Bug:If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.

RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.

Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Flags

  • 1 : "Starts Open" : 0
  • 256:"Use Only" : 0

Inputs

  • Door:

Open
Close
Toggle
Control the state of the door.
Lock
Unlock
Lock or unlock the door.
SetSpeed <float>
Set the door's movement speed.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

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.

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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • Door:

OnClose
OnOpen
Fired when the door starts to to open or close.
OnFullyClosed
OnFullyOpen
Fired when the door finishes opening or closing. Reversed if 'Start Open' flag is set.
OnBlockedClosing
OnBlockedOpening
Fired when the door has been blocked from closing or opening. (activator is the blocking entity)
OnUnblockedClosing
OnUnblockedOpening
Fired when the door is no longer blocked from closing or opening.
OnLockedUse
Fired when the player uses the door, but it is locked.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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