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. 
 only) is used.
 only) is used.
 Bug:The wind effect in the client game will not change 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 change when a new map is loaded which does not contain an env_wind entity.  [todo tested in ?]
		
	
| Thunder4ik (talk | contribs) m (→See also: clean up, replaced: See Also → See also) | Thunder4ik (talk | contribs)  m (→top: Unicodifying, replaced: {{language subpage → {{langsp) | ||
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| <!-- When this page is updated to {{langsp}} or {{ | <!-- 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. | {{this is a|name=env_wind|e0|sprite=1}} It creates wind throughout an entire map. | ||
| {{PreservedEnt}} | {{PreservedEnt}} | ||
Revision as of 09:25, 8 January 2024

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

env_wind  is an   e0  available in all  Source games. It creates wind throughout an entire map.
 Source games. It creates wind throughout an entire map.
 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) is used.
 only) is used. Bug:The wind effect in the client game will not change 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 change when a new map is loaded which does not contain an env_wind entity.  [todo tested 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. parentnameortarget).
 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 ?] 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.

























