func_water
From Valve Developer Community
This is a brush entity available in all Source games.
Contents |
Entity Description
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:
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; 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:
-
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.
