trigger_wind
class hierarchy |
---|
CTriggerWind defined in triggers.cpp
|
trigger_wind
is a brush entity available in all Source games. It is a trigger that pushes physics objects that touch its volume.
Warning:Clientside prop_physics aren't detected by this entity. Use Force server-side flag if this is an issue.
Keyvalues
- Speed
(speed)
<integer> - The baseline for how hard the wind blows.
- Speed Noise
(SpeedNoise)
<integer> - Noise added to wind speed +/-
- Pitch Yaw Roll (Y Z X)
(angles)
<angles> - Yaw sets the wind direction. Pitch and roll should be ignored.
Warning:Brush also gets rotated but it's not shown in hammer
Workaround: If Vscripts with NetProps functions are available then instead of using angles keyvalue create logic_auto that OnMapSpawn sends RunScriptCode input to trigger_wind with parameter. (45 yaw in this example)
foreach(k,v in {m_nDirBase=45}) NetProps.SetPropInt(self,k,v)
- Direction Noise
(DirectionNoise)
<integer> - Noise added to wind direction.
- Hold Time
(HoldTime)
<integer> - Baseline for how long to wait before changing wind.
- Hold Noise
(HoldNoise)
<integer> - Noise added to how long to wait before changing wind.
- Filter Name
(filtername)
<filter> - Name of filter entity to test against activators.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Flags
Needs one of these flags checked to work.
- [
8
] : Physics Objects
- [
64
] : Everything (not including physics debris)
Inputs
SetSpeed
<integer>- Set the baseline for how hard the wind blows.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Bug:Sometimes props that are inside this trigger's brush and are asleep won't be detected after Enable input.
Fix: Send Wake input to all the desired props.