Env wind: Difference between revisions

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(Added SetWindDir from GMOD)
m (Added more information about $treesway note, misc fix)
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{{lang|Env wind}}
{{lang|Env wind}}
{{base point|env_wind|sprite=1}} It creates wind throughout an entire map.
{{base point|env_wind|sprite=1}} It creates wind throughout an entire map.
{{PreservedEnt}}
{{PreservedEnt}}


{{note|Wind direction is determined by <code>env_wind</code>'s yaw value.}}
{{note|Wind direction is determined by <code>env_wind</code>'s yaw value.}}
{{note|In most games that have {{ent|$treeSway}}, this entity is required in order for the materials to simulate wind blowing on them.}}
{{note|In most games that have {{ent|$treeSway}}, this entity is required in order for the materials to simulate wind blowing on them. <code>$treesway</code> does not require <code>env_wind</code> if <code>$treeswaystatic</code> ({{tf2}}{{GMOD}} only) is used.}}


{{code class|CEnvWind|effects.cpp}}
{{code class|CEnvWind|effects.cpp}}
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{{KV|Gust Duration (gustduration)|integer|How long will the wind gust for.}}
{{KV|Gust Duration (gustduration)|integer|How long will the wind gust for.}}
{{KV|Max gust dir change (degrees) (gustdirchange)|integer|Maximum amount that the wind's direction changes due to a gust.}}
{{KV|Max gust dir change (degrees) (gustdirchange)|integer|Maximum amount that the wind's direction changes due to a gust.}}
{{KV|Radius (windradius)|float|since=L4D|Only in {{l4ds}}. The radius this entity applies wind effects to. -1 for global effect.}}
{{KV|Radius (windradius)|float|only=L4ds|The radius this entity applies wind effects to. -1 for global effect.}}
{{KV BaseEntity}}
{{KV BaseEntity}}



Revision as of 18:19, 17 November 2019

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Template:Base point It creates wind throughout an entire map.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • 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.
Note.pngNote:Wind direction is determined by env_wind's yaw value.
Note.pngNote:In most games that have $treeSway, this entity is required in order for the materials to simulate wind blowing on them. $treesway does not require env_wind if $treeswaystatic (Team Fortress 2Garry's Mod only) is used.
C++ In code, it is represented by theCEnvWindclass, defined in theeffects.cppfile.

Keyvalues

Min normal speed (minwind) ([todo internal name (i)]) <integer>
Minimum speed of the wind while idling.
Max normal speed (maxwind) ([todo internal name (i)]) <integer>
Maximum speed of the wind while idling.
Min gust speed (mingust) ([todo internal name (i)]) <integer>
Minimum speed of wind gusts.
Max gust speed (maxgust) ([todo internal name (i)]) <integer>
Maximum speed of wind gusts.
Min gust delay (mingustdelay) ([todo internal name (i)]) <integer>
Minimum time delay between random gusts.
Max gust delay (maxgustdelay) ([todo internal name (i)]) <integer>
Maximum time delay between random gusts.
Gust Duration (gustduration) ([todo internal name (i)]) <integer>
How long will the wind gust for.
Max gust dir change (degrees) (gustdirchange) ([todo internal name (i)]) <integer>
Maximum amount that the wind's direction changes due to a gust.
Radius (windradius) ([todo internal name (i)]) <float> (only in Left 4 Dead seriesLeft 4 Dead series)
The radius this entity applies wind effects to. -1 for global effect.


Inputs

SetWindDir <integerRedirectInput/integer> (only in Garry's Mod) !FGD
Set the wind's direction to this.


Outputs

OnGustStart
Fired when a wind gust begins.
OnGustEnd
Fired when a wind gust ends.


See Also