Rain modify (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 10: Line 10:
* Drips per second (m_iDripsPerSecond) <integer>
* Drips per second (m_iDripsPerSecond) <integer>
::The number of drops that appear per second.
::The number of drops that appear per second.
{{ModernTip|Normal such rain - somewhere around 2000 drops.}}
:::{{ModernTip|Normal such rain - somewhere around 2000 drops.}}


* Wind X (m_flWindX) <integer>  
* Wind X (m_flWindX) <integer>  
* Wind Y (m_flWindY) <integer>
* Wind Y (m_flWindY) <integer>
::Wind deflection.  
::Wind deflection.  
{{ModernTip|100, 200 - already a decent "oblique" rain.}}
:::{{ModernTip|100, 200 - already a decent "oblique" rain.}}


* Rand X (m_flRandX) <integer>
* Rand X (m_flRandX) <integer>

Revision as of 13:25, 1 August 2023

Template:Entity Which is used to directly turn on and off the rain.

Icon-Important.pngImportant:It is possible to simply set constant rain on the map, without switching on and off - for this, do not specify the rain_modify name.


Keyvalues

  • Fading time (m_flTime) <integer>
The time it takes for rain to acquire the specified settings. Set in seconds. This is to smoothly turn the rain on and off.
Template:ModernTip
  • Drips per second (m_iDripsPerSecond) <integer>
The number of drops that appear per second.
Template:ModernTip
  • Wind X (m_flWindX) <integer>
  • Wind Y (m_flWindY) <integer>
Wind deflection.
Template:ModernTip
  • Rand X (m_flRandX) <integer>
  • Rand (m_flRandY) <integer>
Wind deflection spread for each drop.
PlacementTip.pngExample:if the wind is worth 200 and the spread is 40, then for each drop the deviation will vary from 160 to 240.