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class hierarchy
CEnvWind defined in effects.cpp
Env wind.png

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

Note.pngNote:In some/all multiplayer games, this is a preserved entity.
  • 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.
Note.pngNote:Wind direction is determined by env_wind's yaw value.
Note.pngNote: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 (Team Fortress 2Garry's Mod only) is used.
Icon-Bug.pngBug:The wind effect in the client game will not change when a new map is loaded which does not contain an env_wind entity.


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 Left 4 Dead series)
The radius this entity applies wind effects to. -1 for global effect.

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


SetWindDir <integer> (only in Garry's Mod) !FGD
Set the wind's direction to this.
Enable  (only in Portal 2: Community Edition)
Turns the wind on
Disable  (only in Portal 2: Community Edition)
Turns the wind off


Fired when a wind gust begins.
Icon-Bug.pngBug:env_wind gusts can seemingly pile up and fire this output multiple times when a player first loads into a multiplayer map.
PlacementTip.pngWorkaround: Use AddOutput to add OnGustStart effects when players are already connected
Blank image.pngTodo: Needs more testing, only observed in Team Fortress 2
Fired when a wind gust ends.

See Also