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Rain modify (GoldSrc): Difference between revisions

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m (→‎Keyvalues: clean up, replaced: {{ModernTip| → {{tip| (3))
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
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{{entity|rain_modify|<!--sprite=1-->|type=point|engine=gldsrc|game=Paranoia}} Which is used to directly turn on and off the rain.
{{this is a|point|<!--sprite=1-->|name=rain_modify|engine=gldsrc|game=Paranoia}} Which is used to directly turn on and off the rain.
{{ModernImportant|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.}}
{{ModernImportant|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.}}



Revision as of 12:59, 4 January 2024

rain_modify is a point available in Paranoia Paranoia.

Warning.pngWarning:
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{gldsrc}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to GoldSrc.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

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.
Tip.pngTip:A minute or two is fine (anyway, in action games always develop faster than in real life, because the genre obliges)


Drips per second (m_iDripsPerSecond) <integer>
The number of drops that appear per second.
Tip.pngTip:Normal such rain - somewhere around 2000 drops.


Wind X (m_flWindX) <integer>
Wind deflection
Wind Y (m_flWindY) <integer>
Wind deflection
Tip.pngTip:100, 200 - already a decent "oblique" rain.


Rand X (m_flRandX) <integer>
Wind deflection spread for each drop.
Rand Y (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.