env_wind
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class hierarchy |
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CEnvWind defined in effects.cpp
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env_wind
is a point entity available in all Source games. It creates wind throughout an entire map, which affect physics props and swaying trees.
Note:This is a preserved entity in .
- On a new round, its properties including its position 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.
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. $treesway
does not require env_wind
if $treeswaystatic
(only in ) is used.Bug:The wind effect in the client game will not reset when a new map is loaded which does not contain an env_wind entity.
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- 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.
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.Workaround: Use AddOutput to add OnGustStart effects when players are already connected
OnGustEnd
- Fired when a wind gust ends.