env_wind
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CEnvWind |
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env_wind
is an e0 available in all Source games. It creates wind throughout an entire map, which affect physics props and swaying trees.









If the game has round restart mechanics this entity may not behave as expected:
|

env_wind
's yaw value.
$treesway
does not require env_wind
if $treeswaystatic
(


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.
parentname
ortarget
).
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 ?]Workaround:Use AddOutput to add OnGustStart effects when players are already connected
- OnGustEnd
- Fired when a wind gust ends.