Env wind: Difference between revisions

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m (Robot: fixing template case.)
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*{{kv angles}}
*{{kv angles}}
*'''gustsound'''
*'''gustsound'''
:<sound> Sound to be played to simulate the gusting wind. {{ep1 add|Deprecated}}
:<sound> Sound to be played to simulate the gusting wind. {{EP1 add|Deprecated}}
*'''minwind'''
*'''minwind'''
:<integer> Minimum speed of the wind while idling.
:<integer> Minimum speed of the wind while idling.
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*'''gustdirchange'''
*'''gustdirchange'''
:<integer> Maximum amount that the wind's direction changes due to a gust, in degrees.
:<integer> Maximum amount that the wind's direction changes due to a gust, in degrees.
* '''{{ep1 add|gustduration}}'''
* '''{{EP1 add|gustduration}}'''
: <integer> How long will the wind gust for.
: <integer> How long will the wind gust for.


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== Outputs ==
== Outputs ==
*{{o targetname}}
*{{o targetname}}
* '''{{ep1 add|OnGustStart}}'''
* '''{{EP1 add|OnGustStart}}'''
: Fired when a wind gust begins.
: Fired when a wind gust begins.
* '''{{ep1 add|OnGustEnd}}'''
* '''{{EP1 add|OnGustEnd}}'''
: Fired when a wind gust ends.
: Fired when a wind gust ends.

Revision as of 19:19, 19 January 2009

Template:Wrongtitle Template:Base point

Entity description

Env wind.png

An entity to control wind in the map. It is partially functional.

In code it is represented by class CEnvWind, defined in effects.cpp.

Keyvalues

<sound> Sound to be played to simulate the gusting wind. Deprecated (in all games since Half-Life 2: Episode One)
  • minwind
<integer> Minimum speed of the wind while idling.
  • maxwind
<integer> Maximum speed of the wind while idling.
  • mingust
<integer> Minimum speed of wind gusts.
  • maxgust
<integer> Maximum speed of wind gusts.
  • mingustdelay
<float> Minimum time delay between random gusts.
  • maxgustdelay
<float> Maximum time delay between random gusts.
  • gustdirchange
<integer> Maximum amount that the wind's direction changes due to a gust, in degrees.
  • gustduration (in all games since Half-Life 2: Episode One)
<integer> How long will the wind gust for.

Inputs

Outputs

Fired when a wind gust begins.
  • OnGustEnd (in all games since Half-Life 2: Episode One)
Fired when a wind gust ends.