func_precipitation is a brush entity available in all Source games. It creates rain and snow inside its volume.
Rain Related Console Commands
There are a number of console commands that control func_precipitation rendering. These include: r_rainalpha, r_rainalphapow, r_raindensity, r_rainlength, r_RainHack, r_rainlength, r_RainProfile (displays stats on rain rendering costs), r_RainRadius, r_RainSideVel (controls sideways movement of the rain particles, e.g. to simulate rain in the wind), r_RainSimulate (toggles animation on the rain; freezes the rain when set to 0), r_rainspeed, r_RainSplashPercentage and r_rainwidth.
To do: The names of these seem descriptive enough for most of them, but what do r_rainalphapow and r_RainHack do?
Warning: Precipitation volumes shouldn't be placed in the same volume as func_smokevolume is. Otherwise engine may freeze at the end of loading the level. It is probably caused by some particle coding that do not accept this two types of sprites to render at once (in the same volume).
- See also Precipitation issues - details various issues and workarounds involving the use of this entity.
- Density (0-100%)
- This is the amount of particles that fall down from top side of brush. However distance from first particle to second depends on a brush volume size!
- Color (R G B)
- Color added to sprites which are rendered transparently (probably rain and snow particles)
- Precipitation Type
- Precipitation type
Snow (Identical to "Rain" - use "Snowfall" instead.)
AshNote:This option has problems in Counter Strike: Source and Half-Life 2 non-episodic (missing texture/sprite), can be fixed by extracting materials/effects/fleck_ash1 to 3 VMTs and VTFs, and ember_swirling001.vtf from episode 1 shared.gcf
Particle Rain Storm
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.