func_water_analog
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| CFuncMoveLinear |
func_water_analog is a brush entity available in all
Source games. It's a version of func_movelinear slightly specialized for use as water.
Refract can be used as a workaround for dynamic refraction with cubemapped reflections, although Valve does not provide any materials which do this.
Existing materials which are compatible include:

nature/water_movingplane.vmt(LightmappedGeneric)
nature/water_dx70.vmt(LightmappedGeneric)
nature/hazard_liquid.vmt(LightmappedGeneric) (only in
)
liquids/!greenslime.vmt(UnlitTwoTexture) (only in
)
SetPosition input and Start Position keyvalue do not perform any bounds checking, so values less than 0 and greater than 1 can be used. Negative values will move in the opposite direction to the movement direction, and values greater than 1 will move it in multiples of the set Move Distance. Moving past the opened/closed position does not trigger the OnFullyOpen and OnFullyClosed outputs.func_water_analog and func_movelinear are linked to CFuncMoveLinear C++ class. The game code checks the classname KV to distinguish between them.Keyvalues
- Water Material (WaterMaterial) <material> (only in
) - The material to derive water information from. Determines $underwateroverlay that use func_water_analog.
Bug:Don't work after reload. You still can repeat this effect with trigger and env_screenoverlay.
- Wave Height (WaveHeight) <string> (only in
)
Keyvalues / Inputs / Outputs are same as func_movelinear.