Env rain (GoldSrc): Difference between revisions
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Important:In
Condition Zero Deleted Scenes, any exterior-facing brush faces must be textured with
Tip:In
, rain can also be added in info_doddetect, saving an edict.
SirYodaJedi (talk | contribs) (SoHL is a different class than ReGameDLL-CS?) |
SirYodaJedi (talk | contribs) No edit summary |
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{{CD|CWeather|goldsrc={{cs}} triggers.cpp|base=CBaseTrigger}} | {{CD|CWeather|goldsrc={{cs}} triggers.cpp|base=CBaseTrigger}} | ||
{{CD|CEnvRain|goldsrc={{sohl}}{{dod}} [https://github.com/HLSources/Spirit-of-Half-Life/blob/5ad2e00fe1546cc73e19255c75512a11ee3980c8/dlls/effects.cpp#L3380 effects.cpp]|base=CBaseEntity}} | {{CD|CEnvRain|goldsrc={{sohl}}{{dod}} [https://github.com/HLSources/Spirit-of-Half-Life/blob/5ad2e00fe1546cc73e19255c75512a11ee3980c8/dlls/effects.cpp#L3380 effects.cpp]|base=CBaseEntity}} | ||
{{this is a| | {{this is a|logical entity|name=env_rain|game=Counter-Strike 1 series|game1=Day of Defeat|game2=Spirit of Half-Life}} This entity is used to create raining weather effect. | ||
{{altnames|game={{cs1series}}|name1=func_rain|name2=env_snow|name3=func_snow}} | {{altnames|game={{cs1series}}|name1=func_rain|name2=env_snow|name3=func_snow}} | ||
Revision as of 16:16, 4 December 2025
| CWeather |
| CEnvRain |
env_rain is a logical entity available in ![]()
![]()
Counter-Strike 1 series,
Day of Defeat, and
Spirit of Half-Life. This entity is used to create raining weather effect.
skycull instead of sky for rain or snow to show correctly.Key values
- Name (targetname) <string>
- Targetting this entity toggles the weather on and off.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Drip Speed (m_dripSpeed) <integer>
- Drip Speed of the Rain.
- Drip Width (m_dripSize) <integer>
- Drip Size of the Rain.
- Drip Brightness (m_brightness) <integer>
- Drip Brightness (1 - 255)
- Drip Color (R G B) (rendercolor) <color255>
- Drip color.
- Number of drips (per update) (m_burstSize) <integer>
- Number of drips, if 0, no updates; all the beams will appear as soon as it's created.
- Time between updates (m_flUpdateTime) <string>
- Time between drip updates.
- Drip Sprite (texture) <sprite>
- Drip Sprite texture.
Flags
- Start off : [1]