func_water_analog
From Valve Developer Community
This is a brush entity available in all Source games.
Contents |
Entity Description
A water brush entity that moves linearly along a given distance, in a given direction.
Only two materials are known to render correctly across all systems, these are nature/water_movingplane and nature/water_dx70. This is ostensibly because of how the material effects on the more complex water shaders require static brushes, so they can optimize what's visible to the water surface. A moving water surface would break this effect, so therefore full water shaders are unusable on a moving surface.
- See also Moving Water
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.
-
Origin:
- Origin
<origin> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- movedir
- <angle> The direction the water will move, when told to 'Open'.
- startposition
- <float> Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
- speed
- <integer> The speed that the water brush moves, in inches per second.
- movedistance
- <float> The distance from the starting point that the water brush should move, in inches.
- startsound
- <sound> Sound played when the water brush starts moving.
- stopsound
- <sound> Sound played when the water brush stops moving.
Flags
None.
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.
- Open
- Move the water brush to the end position (starting position + (move direction * move distance)).
- Close
- Move the water brush to the starting position.
- SetPosition <float>
- Move the water brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
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.
- OnFullyOpen
- Fired when the water brush reaches the end position (starting position + (move direction * move distance)).
- OnFullyClosed
- Fired when the water brush reaches the starting position.
