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func_precipitation

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Rain particles created by func_precipitation in Counter-Strike: Global Offensive
Class hierarchy
CPrecipitation
CBaseEntity
effects.cpp

func_precipitation is a brush entity available in all Source Source games. It creates rain, snow, or ash inside its volume.

The collision code will attempt to block precipitation that collides with world brushes. If this does not occur correctly, a func_precipitation_blocker(in all games since Left 4 Dead)(also in Garry's Mod) can be used to prevent precipitation in a selected area, if available in the target game.

Icon-Important.pngImportant:This is a preserved entity in Day of Defeat: SourceTeam Fortress 2.
  • On a new round entities with this classname 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.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Density (0-100%) (renderamt) <integer>
This is the amount of particles that fall down from the top side of the brush. However, distance from first particle to second depends on a brush volume size!
Color (R G B) (rendercolor) <color255>
Color added to sprites which are rendered transparently (probably rain and snow particles)
Precipitation Type (preciptype) <integer choices>
Precipitation type
Note.pngNote:The "Particle" precipitation types are generated using the PCF files of a game, allowing users to alter the look of the precipitation in more ways than just the used material.

Inputs

Alpha <integer> !FGD
Changes the density of the rain, and may add additional particle effects like fog or leaves. It accepts inputs from -1 to 255.

Related Console Commands

There are a number of console commands that control precipitation rendering. See the Precipitation issues page for details on various issues and workarounds involving this entity.

Bugs and caveats

Warning.pngWarning:func_precipitation brushes should not overlap func_smokevolume brushes, as it can freeze the game. The exact cause of this is not clear.
Note.pngNote:The precipitation created by this entity is not GPU-accelerated. In resource-intensive multiplayer games such as Team Fortress 2, it's recommended to use a particle system to create weather effects rather than relying on this entity.

See also