env_wind


... 

![]() |
---|
CEnvWind defined in ![]() effects.cpp
|

env_wind
is a point entity available in all Source games. It creates wind throughout an entire map.

- 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.

env_wind
's yaw value.
$treeSway
, this entity is required in order for the materials to simulate wind blowing on them. $treesway
does not require env_wind
if $treeswaystatic
(


Contents
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.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
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.