BRUSH func_precipitation

A brush entity that creates rain and snow inside its volume.

KeyValues

Density (0-100%) <integer> = 5

This is the amount of particles that fall down from top side of brush. However distance from first particle to second depends on a brush volume size!

Color (R G B) <color255> = 100 100 100

Color added to sprites which are rendered transparently (probably rain and snow particles)

Precipitation Type <choices> = Rain (0)

No description provided.

Possible Values:

Name Value
Rain 0
Snow 1
Ash 2
Snowfall 3
Particle Rain 4
Particle Ash 5
Particle Rainstorm 6
Particle Snow 7

Inner particle distance <float> = -1

Distance between the inner and outer particle systems. If not set, this will be automatically selected from the precipitation type keyvalue.

Inner near system <particlesystem>

Name of the inner near particle system. If not set, this will be automatically selected from the precipitation type keyvalue.

Inner far system <particlesystem>

Name of the inner far particle system. If not set, this will be automatically selected from the precipitation type keyvalue.

Outer system <particlesystem>

Name of the outer particle system. If not set, this will be automatically selected from the precipitation type keyvalue.

Inherited from BaseEffectBrush

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inputs

Alpha <integer>

Changes the density of the rain, and may add additional particle effects like fog or leaves. Accepts inputs from -1 to 255.