Liquids | Index



func_water
Turns a brush into a liquid-mimic that can move up & down.

Key Value Pairs:
watertype -3 = water, -4 = slime, -5 = lava
height Number of units to move (negatve is down)
speed Speed used when it moves to "height" position.
speed2 Speed used when moving back to original position (pos1). Same as "speed" if not defined.
wait Wait before returning to original position -1 = stay at pos2 until triggered again.
noise Path to the WAV played when the water moves from pos1 to pos2 (should be looped).
noise1 Path to the WAV played when the water moves back to pos1 from pos2 (should be looped).
noise2 Path to the WAV played when the water stops moving.
mangle Direction & speed of current
drag Drag on player when water is moving (0 is no drag, 100 if full drag)
cshift Custom RGB+I colour shift. Automatically set by watertype if ommited.
targetname Can be triggered (just keeps bobbing between pos1 & pos2 otherwise).
target Activate this entity after moving (top and bottom)

Spawnflags:
16 : EASEUNDERCURRENT Normally, the deeper you are, the more you are affected by current. This reverses that, making current is stronger at the surface.

Notes:
func_water is an easy way to make rising/falling water, but func_watertrain is much more flexible (it can do anything func_water can do, and then some, but it's more work to setup)



func_watertrain
Turns a brush into a liquid-mimic that travels like a func_train_ext. It can target an existing func_train_ext to become a child of that train, or link directly with a chain of train_ext_waypoint entities.

Key Value Pairs:
watertype -3 = water, -4 = slime, -5 = lava
speed Speed of the watertrain (can be overridden by waypoints)
noise Path to the WAV played when the water moves (can be overridden by waypoints)
noise1 Path to the WAV played when the water stops moving (can be overridden by waypoints)
noise4 Noise to make when changing directions (DON'T USE A LOOPED WAV!!)
noise5 Noise to make when trying to go wrong way at end of path (uses "noise1" if not set)
cshift Custom RGB+I colour shift. Automatically set by watertype if ommited.
mangle Direction & speed of current (if any)
drag Drag on player when water is moving (0 is no drag, 100 if full drag)
target Activate this entity after moving (top and bottom)
event Start at this waypoint (since you MUST use the first waypoint as the "target" on a non-looped path)
targetname Can be triggered (just keeps bobbing between pos1 & pos2 otherwise).

Spawnflags:
1 : START_ON Start the train immediately, even if targeted.
2 : ALLOWPAUSE Re-Triggering will pause/resume the train at any point along it's path.
4 : ALLOWCHANGEDIR Lets a changedir trigger reverse the train's direction at any time
8 : AUTOREVERSE Train automatically reverses direction when it hits the last/first waypoint (only makes sense if last waypoint has no target).
16 : EASEUNDERCURRENT Normally, the deeper you are, the more you are affected by current. This reverses that, making current is stronger at the surface.
32 : STARTREVERSE Start in reverse

Notes:
If a func_watertrain's target is a func_train_ext, the parent train controls all, movement and overrides train-specific spawnflags.
func_watertrain uses a frame-based move that may lag/overshoot the engine controlled parent train when the game is running slow. It will never go out-of-sync with the parent for more than a couple frames, but you should be aware of this when mapping (extend hidden water edges into solid geometry, and allow for some play in all directions).