func_water
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Important:Does not work with materials using real time reflections and/or refractions, as seen in Water and Refract.
Use a material which uses a regular brush shader, such as:
Bug:This entity always has its contents set to CONTENTS_WATER (regardless of brush contents), with no way of setting its contents to CONTENTS_SLIME. In most games, this will only affect splash particles.
Code Fix:Add a KV that is read by CBaseDoor::CreateVPhysics to set fluid.contents (defaulting to CONTENTS_WATER if KV is absent)
(tested in: SDK 2013 source code)
Code:Both
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CBaseDoor |
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This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: func_water_analog. Non-moving water brushes should be part of worldspawn.
It has since been deprecated by: func_water_analog. Non-moving water brushes should be part of worldspawn.
func_water
is a brush entity available in all Source games. Legacy entity from the
GoldSrc engine, deprecated by func_water_analog. It is still used in some
Half-Life: Source maps.
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Use a material which uses a regular brush shader, such as:
nature/water_movingplane.vmt
(LightmappedGeneric)nature/water_dx70.vmt
(LightmappedGeneric)nature/hazard_liquid.vmt
(LightmappedGeneric) (only in)
liquids/!greenslime.vmt
(UnlitTwoTexture) (only in)
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func_water
and func_door are linked to CBaseDoor C++ class. The game code checks the classname KV to distinguish between them, applying specific behaviors if the classname is "func_water". As such, using AddOutput to change the classname of a func_water may have unexpected effects.Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Move Direction (Pitch Yaw Roll) (movedir) <angle>
- The direction the water will move when it is told to 'Open'. Default value is "0 0 0".
Wave Height (WaveHeight) <string>- Deprecated.
Default value is 3.0. No effect on stock shaders, as GoldSrc-style waves were removed in Retail Half-Life 2 (only existing in the leaked "beta").
BaseDoor:
- Linked Door (chainstodoor) <targetname> !FGD
- Passes the door's +use inputs and touch events onto a different door, so it also is activated.
- Block Filter Name (filtername) <targetname> (only in
)
- Filter to use to determine entities that can block the door.
- Speed (speed) <float>
- Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Start Sound (noise1) <sound>
- Sound to play when the door starts opening. Also plays when door starts closing if startclosesound is absent.
- Stop Sound (noise2) <sound>
- Sound to play when the door stops opening. Also plays when door stops closing if closesound is absent.
- Start Close Sound (startclosesound) <sound>
- Sound to play when the door starts closing.
- Stop Close Sound (closesound) <sound>
- Sound to play when the door stops closing.
- Delay Before Reset (wait) <float>
- Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
- Lip (lip) <float>
- When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.
- Blocking Damage (dmg) <float>
- Amount of damage done to entities that block the movement of this door, per frame.
Bug:Normally a door will damage things blocking it, however if the player is teleported by a trigger_teleport while using noclip, they will not be damaged. [todo tested in ?]
- Force Closed (forceclosed) <boolean>
- Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- Ignore Debris (ignoredebris) <boolean>
- Changes the door's collision group to
COLLISION_GROUP_INTERACTIVE
, which ignores debris objects. Not compatible with the Non-solid to Player spawnflag as it also sets a collision group. Health (shoot open) (health) <integer>- Deprecated.
InQuake and
GoldSrc, if this was set, the door would open when it took this much damage. Nonfunctional in most
Source games; can be emulated by parenting an invisible func_button with spawnflag 512 set, and having the button target this door.
Message If Triggered (message) <string>- Deprecated.
InQuake and
GoldSrc, if this was set, a message would appear on the the player's hud when the door is locked and they attempt to open the door. Nonfunctional in most
Source games; can be emulated by calling an env_message with the door's OnLockedUse output.
- Locked Sound (locked_sound) <sound>
- Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound (unlocked_sound) <sound>
- Sound played when door is unlocked.
- Spawn Position (spawnpos) <choices>
- State the door should begin in.
- 0: Closed
- 1: Open
- Locked Sentence (locked_sentence) <choices> (only in
)
- Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence (unlocked_sentence) <choices> (only in
)
- Intercom voiceline for when the door is unlocked.
- Loop Moving Sound? (loopmovesound) <boolean>
- Makes the door's Start Sound loop until the door finishes moving.
Bug:If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise. [todo tested in ?]
Flags
"Starts Open" : [1]
"Use Only" : [256]
Inputs
Door:
- Open
- Opens door.
- Close
- Closes door.
- Toggle
- Opens door if closed, closes door if opened.
- Lock
- Prevent door from opening, but can still close.
- Unlock
- Allow door to operate as normal.
- SetSpeed <float>
- Sets Speed.
Outputs
BaseDoor:
- OnClose
- Fired when the door starts to close.
- OnOpen
- Fired when the door starts to open.
- OnFullyClosed
- Fired when the door finishes closing. Reversed if Start Open flag is set.
- OnFullyOpen
- Fired when the door finishes opening. Reversed if Start Open flag is set.
- OnBlockedClosing
- Fired when the door has been blocked from closing. !activator is whatever blocks the door.
- OnBlockedOpening
- Fired when the door has been blocked from opening. !activator is whatever blocks the door.
- OnUnblockedClosing
- Fired when the door is no longer blocked from closing.
- OnUnblockedOpening
- Fired when the door is no longer blocked from opening.
- OnLockedUse
- Fired when the player tries to open the door but fails because it is locked.