trigger_wind
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Class hierarchy |
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CTriggerWind |
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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Flags
Needs one of these flags checked to work.
Physics Objects : [8]
Everything (not including physics debris) : [64]
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. [todo tested in?]
Fix:Send Wake input to all the desired props.