Env wind: Difference between revisions
		
		
		
		
		
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 Important:This is a preserved entity in
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: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.
Note:In most games that have $treeSway, this entity is required in order for the materials to simulate wind blowing on them. 


 ) is used.
) 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 ?]
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) mNo edit summary |  (-preserved ent game icons) | ||
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| <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env wind}}{{CD|CEnvWind|file1=effects.cpp}} | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Env wind}}{{CD|CEnvWind|file1=effects.cpp}} | ||
| {{this is a|name=env_wind|e0|sprite=1}} It creates wind throughout an entire map, which affect [[prop_physics|physics props]] and [[$treesway|swaying trees]]. | {{this is a|name=env_wind|e0|sprite=1}} It creates wind throughout an entire map, which affect [[prop_physics|physics props]] and [[$treesway|swaying trees]]. | ||
| {{PreservedEnt}} | {{PreservedEnt|env_wind}} | ||
| {{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.}} | ||
| Line 8: | Line 8: | ||
| {{clr}} | {{clr}} | ||
| __NOTOC__ | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Min normal speed|intn=minwind|integer|Minimum speed of the wind while idling.}} | {{KV|Min normal speed|intn=minwind|integer|Minimum speed of the wind while idling.}} | ||
| {{KV|Max normal speed|intn=maxwind|integer|Maximum speed of the wind while idling.}} | {{KV|Max normal speed|intn=maxwind|integer|Maximum speed of the wind while idling.}} | ||
| Line 19: | Line 20: | ||
| {{KV|Max gust dir change (degrees)|intn=gustdirchange|integer|Maximum amount that the wind's direction changes due to a gust.}} | {{KV|Max gust dir change (degrees)|intn=gustdirchange|integer|Maximum amount that the wind's direction changes due to a gust.}} | ||
| {{KV|Radius|intn=windradius|float|only=L4ds|The radius this entity applies wind effects to. -1 for global effect.}} | {{KV|Radius|intn=windradius|float|only=L4ds|The radius this entity applies wind effects to. -1 for global effect.}} | ||
| ==Inputs== | ==Inputs== | ||
Revision as of 19:45, 8 February 2024

 
|  Class hierarchy | 
|---|
| CEnvWind | 
|  effects.cpp | 

env_wind  is an   e0  available in all  Source games. It creates wind throughout an entire map, which affect physics props and swaying trees.
 Source games. It creates wind throughout an entire map, which affect physics props and swaying trees.
 Important:This is a preserved entity in
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:Wind direction is determined by env_wind's yaw value. Note:In most games that have $treeSway, this entity is required in order for the materials to simulate wind blowing on them.
Note: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 (only in 


 ) is used.
) 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 ?]
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 ?]Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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 ?] 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 Workaround:Use AddOutput to add OnGustStart effects when players are already connected
- OnGustEnd
- Fired when a wind gust ends.

























