This article's documentation is for anything that uses the Source engine. Click here for more information.


From Valve Developer Community
Jump to: navigation, search
class hierarchy
CTriggerWind defined in triggers.cpp

trigger_wind is a brush entity available in all Source Source games. It is a trigger that pushes physics objects that touch its volume.

Warning.pngWarning:Clientside prop_physics aren't detected by this entity. Use Force server-side flag if this is an issue.


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.pngWarning:Brush also gets rotated but it's not shown in hammer
PlacementTip.pngWorkaround: 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.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Needs one of these flags checked to work.

  •  [8] : Physics Objects
  •  [64] : Everything (not including physics debris)


SetSpeed <integer>
Set the baseline for how hard the wind blows.


Enable/disable this entity from performing its task. It might also disappear from view.
Icon-Bug.pngBug: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.

See also