Env wind: Difference between revisions
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Important:This is a preserved entity in 






.
If the game has round restart mechanics this entity may not behave as expected:
Note:Wind direction is determined by
Note:In most games that have $treeSway, this entity is required in order for the materials to simulate wind blowing on them. 


) 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 ?]
SirYodaJedi (talk | contribs) (Clarify in intro *why* an env_wind is used) |
SirYodaJedi (talk | contribs) mNo edit summary |
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{{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|$treeSway}}, this entity is required in order for the materials to simulate wind blowing on them. <code>$treesway</code> does not require <code>env_wind</code> if <code>$treeswaystatic</code> | {{note|In most games that have {{ent|$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> {{only|{{tf2}}{{GMOD}}{{csgo}}{{mapbase}}}} 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.}} | {{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.}} | ||
Revision as of 07:27, 10 January 2024


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CEnvWind |
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env_wind
is an e0 available in all Source games. It creates wind throughout an entire map, which affect physics props and swaying trees.









If the game has round restart mechanics this entity may not behave as expected:
|

env_wind
's yaw value.
$treesway
does not require env_wind
if $treeswaystatic
(only in 




Keyvalues
- 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.
- Name (targetname) <string>[ Edit ]
- 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
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.