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func_precipitation

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Revision as of 05:54, 9 July 2024 by MrFunreal (talk | contribs) (→‎Keyvalues: swapped list with nicer looking table.)
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Rain particles created by func_precipitation in Counter-Strike: Global Offensive

func_precipitation is a brush entity available in all Source Source games. It creates rain, snow, or ash inside its volume.

C++ Class hierarchy
CPrecipitation
CBaseEntity
C++ effects.cpp
Icon-Important.pngImportant:This is a preserved entity in Day of Defeat: SourceTeam Fortress 2.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Density (0-100%) (renderamt) <integer>
This is the amount of particles that fall down from the top side of the brush. However, distance from first particle to second depends on a brush volume size!
Color (R G B) (rendercolor) <color255>
Color added to sprites which are rendered transparently (probably rain and snow particles)
Precipitation Type (preciptype) <choices>
Precipitation type
Note.pngNote:The "Particle" precipitation types are generated using the PCF files of a game, allowing users to alter the look of the precipitation in more ways than just the used material.

Inputs

Alpha <integerRedirectInput/integer> !FGD
Changes the density of the rain, and may add additional particle effects like fog or leafs. It accepts inputs from -1 to 255.

Related Console Commands

There are a number of console commands that control precipitation rendering. See the Precipitation issues page for details on various issues and workarounds involving this entity.

Command Name Value Description
r_RainParticleDensity Alien SwarmPortal 2 <float> Set the density to enable or disable any precipitation particle. Value 1 to enable and 0 to disable.
r_rainalpha <float> Adjusts transparency of rain particles.
r_rainProfile <bool> Displays stats on rain rendering costs.
r_RainHack <bool> Overrides density values set in Hammer. Enabling will result in longer and more dense rain than at 100%. Can help solve visibility issues.
Note.pngNote:Rain may fall through brushes when this command is enabled.
r_rainspeed <float> Lower values will cause rain to disappear sooner and fall slower. Default value is 600.0f
r_RainSideVel <float> Controls sideways movement of the rain particles.
r_RainSimulate <bool> Toggles animation on the rain; freezes the rain when set to 0.
r_rainwidth <float> Widens the rain's alpha to desired value. Default value is 0.5
r_RainRadius <float> Distance from the brush where the rain starts/stops rendering.
r_rainlength <float> Changes the length of the rain particles. Default value is 0.1f
r_RainSplashPercentage <float> Percent chance of splash particles spawning when a particle is used.
r_raindensity <float> No function. Use r_RainParticleDensity instead.
r_rainalphapow <float> Raises the value of r_rainalpha exponentially.
Confirm:Some say this has no effect?
Warning.pngWarning:func_precipitation brushes should not overlap func_smokevolume brushes, as it can freeze the game. The exact cause of this is not clear.
Note.pngNote:The precipitation created by this entity is not gpu-accelerated. In resource-intensive multiplayer games such as Team Fortress 2, it's recommended to use a particle system to create weather effects rather than relying on this entity.

See also