This article's documentation is for anything that uses the Source engine. Click here for more information.

Func precipitation: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎Related Console Commands: swapped look of table to the other version.)
Line 8: Line 8:
{{KV|Density (0-100%)|intn=renderamt|integer|This is the amount of particles that fall down from the top side of the brush. However, distance from first particle to second depends on a brush volume size!}}
{{KV|Density (0-100%)|intn=renderamt|integer|This is the amount of particles that fall down from the top side of the brush. However, distance from first particle to second depends on a brush volume size!}}
{{KV|Color (R G B)|intn=rendercolor|color255|Color added to sprites which are rendered transparently (probably rain and snow particles)}}
{{KV|Color (R G B)|intn=rendercolor|color255|Color added to sprites which are rendered transparently (probably rain and snow particles)}}
{{KV|Precipitation Type|intn=preciptype|choices|Precipitation type}}
{{KV|Precipitation Type|intn=preciptype|integerchoices|Precipitation type}}
 
{{Table
{{Table
| {{tr
| {{tr
| {{th| Type }} {{th| Availability}} {{th| Description }}
| {{th|Value}} {{th| Type }} {{th| Availability}} {{th| Description }}
}}
}}
{{tr
{{tr
| {{td|Rain|dark=1}}
| {{td|0|dark=1}}{{td|Rain|dark=1}}
{{td| }}
{{td| }}
{{td|Seen in [[Counter-Strike: Source|CS:S]] map "<code>de_aztec</code>"}}
{{td|Seen in [[Counter-Strike: Source|CS:S]] map "<code>de_aztec</code>"}}
}}
}}
{{tr
{{tr
| {{td|Snow|dark=1}}
| {{td|1|dark=1}}{{td|Snow|dark=1}}
{{td| }}
{{td| }}
{{td|Identical to Rain, use "Snowfall" instead. }}
{{td|Identical to Rain, use "Snowfall" instead. }}
}}
}}
{{tr
{{tr
| {{td|Ash|dark=1}}
| {{td|2|dark=1}}{{td|Ash|dark=1}}
{{td| }}
{{td| }}
{{td|Seen throughout [[Half-Life 2: Episode One]]
{{td|Seen throughout [[Half-Life 2: Episode One]]
Line 30: Line 31:
}}
}}
{{tr
{{tr
| {{td|Snowfall|dark=1}}
| {{td|3|dark=1}}{{td|Snowfall|dark=1}}
{{td| }}
{{td| }}
{{td|Seen in [[Day of Defeat: Source|DoD:S]] map "<code>dod_colmar</code>" }}
{{td|Seen in [[Day of Defeat: Source|DoD:S]] map "<code>dod_colmar</code>" }}
}}
}}
{{tr
{{tr
| {{td|Particle Rain|dark=1}}
| {{td|{{confirm}}|dark=1}}{{td|Particle Rain|dark=1}}
{{td|{{since|{{l4d}}}} }}
{{td|{{since|{{l4d}}}} }}
{{td|Seen in [[Left 4 Dead|Left 4 Dead's]] "No Mercy" campaign, [[Counter-Strike: Global Offensive|CS:GO]] map "<code>de_aztec</code>"<br>
{{td|Seen in [[Left 4 Dead|Left 4 Dead's]] "No Mercy" campaign, [[Counter-Strike: Global Offensive|CS:GO]] map "<code>de_aztec</code>"<br>
Line 41: Line 42:
}}
}}
{{tr
{{tr
| {{td|Particle Ash|dark=1}}
| {{td|{{confirm}}|dark=1}}{{td|Particle Ash|dark=1}}
{{td|{{since|{{l4d}}}} }}
{{td|{{since|{{l4d}}}} }}
{{td|Seen in in Left 4 Dead's "Dead Air" campaign. }}
{{td|Seen in in Left 4 Dead's "Dead Air" campaign. }}
}}
}}
{{tr
{{tr
| {{td|Particle Rain Storm |dark=1}}
| {{td|{{confirm}}|dark=1}}{{td|Particle Rain Storm |dark=1}}
{{td|{{since|{{l4d2}}}} }}
{{td|{{since|{{l4d2}}}} }}
{{td|Seen in [[Left 4 Dead 2|Left 4 Dead 2's]] "Hard Rain" and "The Passing" campaigns.<br>
{{td|Seen in [[Left 4 Dead 2|Left 4 Dead 2's]] "Hard Rain" and "The Passing" campaigns.<br>
Line 52: Line 53:
}}
}}
{{tr
{{tr
| {{td|Particle Snow|dark=1}}
| {{td|{{confirm}}|dark=1}}{{td|Particle Snow|dark=1}}
{{td|{{since|{{as}}}} }}
{{td|{{since|{{as}}}} }}
{{td|Seen in CS:GO map "<code>ar_monastery</code>" }}
{{td|Seen in CS:GO map "<code>ar_monastery</code>" }}
}}
}}
{{tr
{{tr
| {{td|Particle Bugs|dark=1}}
| {{td|{{confirm}}|dark=1}}{{td|Particle Bugs|dark=1}}
{{td|{{only|{{l4d2}}}} }}
{{td|{{only|{{l4d2}}}} }}
{{td|Seen in Left 4 Dead 2's "Swamp Fever" campaign.<br>
{{td|Seen in Left 4 Dead 2's "Swamp Fever" campaign.<br>
Line 63: Line 64:
}}
}}
{{tr
{{tr
| {{td|Particle Smoke|dark=1}}
| {{td|{{confirm}}|dark=1}}{{td|Particle Smoke|dark=1}}
{{td|{{only|{{l4d2}}}} }}
{{td|{{only|{{l4d2}}}} }}
{{td|Seen in Left 4 Dead 2's "Dead Center" campaign.<br>
{{td|Seen in Left 4 Dead 2's "Dead Center" campaign.<br>

Revision as of 11:16, 13 September 2024

Rain particles created by func_precipitation in Counter-Strike: Global Offensive

func_precipitation is a brush entity available in all Source Source games. It creates rain, snow, or ash inside its volume.

C++ Class hierarchy
CPrecipitation
CBaseEntity
C++ effects.cpp
Icon-Important.pngImportant:This is a preserved entity in Day of Defeat: SourceTeam Fortress 2.
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.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Density (0-100%) (renderamt) <integer>
This is the amount of particles that fall down from the top side of the brush. However, distance from first particle to second depends on a brush volume size!
Color (R G B) (rendercolor) <color255>
Color added to sprites which are rendered transparently (probably rain and snow particles)
Precipitation Type (preciptype) <integerchoices>
Precipitation type
Note.pngNote:The "Particle" precipitation types are generated using the PCF files of a game, allowing users to alter the look of the precipitation in more ways than just the used material.

Inputs

Alpha <integerRedirectInput/integer> !FGD
Changes the density of the rain, and may add additional particle effects like fog or leafs. It accepts inputs from -1 to 255.

Related Console Commands

There are a number of console commands that control precipitation rendering. See the Precipitation issues page for details on various issues and workarounds involving this entity.

Warning.pngWarning:func_precipitation brushes should not overlap func_smokevolume brushes, as it can freeze the game. The exact cause of this is not clear.
Note.pngNote:The precipitation created by this entity is not gpu-accelerated. In resource-intensive multiplayer games such as Team Fortress 2, it's recommended to use a particle system to create weather effects rather than relying on this entity.

See also