env_wind
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Important:This is a preserved entity in 







.
Note:Wind direction is determined by
Note:In most games, this entity is required for $treesway to have any effect, unless $treeswaystatic (only in 


) is used.
Bug:The wind effect in the client game will not reset when a new map is loaded which does not contain an env_wind entity. [todo tested in ?]
Tip:In
Black Mesa this entity can be spawned via point_template and killed with Kill input. This allows you to change the wind globally or turn it off completely by spawning new env_wind and killing via Kill input the previous env_wind.


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CEnvWind |
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env_wind
is a point entity available in all Source games. It creates wind throughout an entire map, which affect physics props, swaying trees, and dust.










- On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.

env_wind
's yaw value.







Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Min normal speed (minwind) <integer>
- Minimum speed of the wind while idling.
- Max normal speed (maxwind) <integer>
- Maximum speed of the wind while idling.
- Min gust speed (mingust) <integer>
- Minimum speed of wind gusts.
- Max gust speed (maxgust) <integer>
- Maximum speed of wind gusts.
- Min gust delay (mingustdelay) <integer>
- Minimum time delay between random gusts.
- Max gust delay (maxgustdelay) <integer>
- Maximum time delay between random gusts.
- Gust Duration (gustduration) <integer>
- How long will the wind gust for.
- Max gust dir change (degrees) (gustdirchange) <integer>
- Maximum amount that the wind's direction changes due to a gust.
- Radius (windradius) <float> (only in
)
- The radius this entity applies wind effects to. -1 for global effect.
Inputs
Outputs
- OnGustStart
- Fired when a wind gust begins.
Bug:env_wind gusts can seemingly pile up and fire this output multiple times when a player first loads into a multiplayer map.
[todo tested in ?]Workaround:Use AddOutput to add OnGustStart effects when players are already connected
- OnGustEnd
- Fired when a wind gust ends.