func_water_analog

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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.

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>
FireUser1 to FireUser4
Fire the OnUser outputs; 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:

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.
  • 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.
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