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func_precipitation

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Rain particles created by func_precipitation in Counter-Strike: Global Offensive

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

class hierarchy
CPrecipitation defined in effects.cpp
CBaseEntity
Note.pngNote:This is a preserved entity in Day of Defeat: SourceTeam Fortress 2.
  • 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.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
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) <choices>
Precipitation type
  • 0: Rain. Rain falling. Example: CS:S map "de_aztec"
  • 1: Snow. Identical to Rain, use "Snowfall" instead
  • 2: Ash. Ash falling. Appears with missing textures in most games other than Half-Life 2: Episode One Half-Life 2: Episode One. A fix can be applied by extracting all 3 materials/effects/fleck_ash* textures and materials/effects/ember_swirling001 from ep1_pak_dir.vpk. Example: Used throughout EP1
  • 3: Snowfall. Snow falling. Example: DoD:S map "dod_colmar".
  • 4: Particle Rain. (in all games since Left 4 Dead) Particle rain with slight mist and refraction. Examples: Left 4 Dead's "No Mercy" campaign, CS:GO map "de_aztec"
  • 5: Particle Ash. (in all games since Left 4 Dead) Particle ash. Example: Left 4 Dead's "Dead Air" campaign.
  • 6: Particle Rain Storm. (in all games since Left 4 Dead 2) Particle rain with no mist/refraction and more angled particles. Alpha values over 100 enable an additional flying leaves effect seen during the storm event. Example: Left 4 Dead 2's "Hard Rain" and "The Passing" campaigns.
  • 7: Particle Snow. (in all games since Alien Swarm) Particle snowfall. Example: CS:GO map "ar_monastery"
  • 7: Particle Bugs. (only in Left 4 Dead 2) Particle flying bugs. In later games, this value is used by Particle Snow instead. Example: Left 4 Dead 2's "Swamp Fever" campaign.
  • 8: Particle Smoke. (only in Left 4 Dead 2) Particle smoke with variable density. Example: Left 4 Dead 2's "Dead Center" campaign.

Inputs

Alpha <integer> !FGD
Changes the density of the rain, and may add additional particle effects like fog or leafs. 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.

Command Name Value Description
r_RainParticleDensity Alien SwarmPortal 2 <float> Set the density to enable or disable any precipitation particle. Value 1 to enable and 0 to disable.
r_rainalpha <float> Adjusts transparency of rain particles.
r_rainProfile <bool> Displays stats on rain rendering costs.
r_RainHack <bool> Overrides density values set in Hammer. Enabling will result in longer and more dense rain than at 100%. Can help solve visibility issues.
Note.pngNote:Rain may fall through brushes when this command is enabled.
r_rainspeed <float> Lower values will cause rain to disappear sooner and fall slower. Default value is 600.0f
r_RainSideVel <float> Controls sideways movement of the rain particles.
r_RainSimulate <bool> Toggles animation on the rain; freezes the rain when set to 0.
r_rainwidth <float> Widens the rain's alpha to desired value. Default value is 0.5
r_RainRadius <float> Distance from the brush where the rain starts/stops rendering.
r_rainlength <float> Changes the length of the rain particles. Default value is 0.1f
r_RainSplashPercentage <float> Percent chance of splash particles spawning when a particle is used.
r_raindensity <float> No function. Use r_RainParticleDensity instead.
r_rainalphapow <float> Raises the value of r_rainalpha exponentially.
Confirm:Some say this has no effect?
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