func_water_analog

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func_water_analog is a brush entity available in all Source games.

Entity description

It moves linearly along a given distance, in a given direction.

Only two materials are known to render correctly across all systems, these are nature/water_movingplane and nature/water_dx70. This is ostensibly because of how the material effects on the more complex water shaders require static brushes, so they can optimize what's visible to the water surface. A moving water surface would break this effect, so therefore full water shaders are unusable on a moving surface.

Keyvalues

Move Direction (Pitch Yaw Roll) <angle>
The direction the water will move, when told to 'Open'.
Start Position <float>
Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
Speed <integer>
The speed that the water brush moves, in inches per second.
Move Distance <float>
The distance from the starting point that the water brush should move, in inches.
Sound played when the water brush starts moving. <sound>
To do: add description
Sound played when the water brush stops moving. <sound>
To do: add description
Wave Height <string>
To do: add description

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Parentname:

Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Origin:

Origin (X Y Z) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Inputs

Open
Move the water brush to the end position (starting position + (move direction * move distance)).
Close
Move the water brush to the starting position.
SetPosition  <string>
Move the water brush to a specific position between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

Parentname:

SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset  <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnFullyOpen
Fired when the water brush reaches the end position (starting position + (move direction * move distance)).
OnFullyClosed
Fired when the water brush reaches the starting position.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.


See also

Tutorials about Func_Water_Analog (Russian)

Lessons created by Project-S