hi guyz n girls !
question: is there a way to either aktivate / deaktivate a "func_precipitation" ?
to move it around would do this as well!
i tried to parent it to a func_brush, and enable the func brush, doesnt work.
i tried to parent it to a func_tracktrain and move it to the destination i want the rain to be, doesnt work.
by the way, i want it to start raining, not to be raining all the time.
cheers
numu
I was trying to do the exact same thing a long time ago. The only map I know of that does this is rp_amsterville.
ok thanks, i ll check it out, maybe i find a decompiled version,..
so in this case you didnt have success to do so ?
I ended up using the particle system alternative to func_precipitation, since it was a fixed size it wasn't as useful as I had hoped.
Could you clear this up? What exactly are you saying? You want to activate/deactivate movement with rain?
[QUOTE=Callinstead;41545354]I ended up using the particle system alternative to func_precipitation, since it was a fixed size it wasn't as useful as I had hoped.[/QUOTE]
ah ok, but you could turn it on / off ?
i would also be happy if the rain starts from 0 and slowly progresses.. but that would do it for me if nothing else works..
cant stand the cvar msg :(
[QUOTE]Could you clear this up? What exactly are you saying? You want to activate/deactivate movement with rain?[/QUOTE]
hey Adam, no, i have one spot in the map where it rains (ok thats easy), but i dont just want it to rain, i want it to start from no rain and progress to real heavy rain.. to just turn it off / on would do it as well, but wouldnt be that cool
For those of you who don't understand, he was asking how you enable/disable func_precipitation as the brush entity itself doesn't have any options for this. Which is actually a good question that almost anyone who's had to fuck with rain has had a problem with.
The answer to this is rather simple, just requires a bit of dodging around the system.
[b]1.[/b] Name your func_precipitation entities "rain" without quotes.
[b]2.[/b] Create a point_template entity, and name it "rain_on" without quotes.
[b]3.[/b] Open up the Properties menu for the point_template, and under Template 1 list your "rain" entity. Next click the 'Flags' tab, and checkmark 'Preserve entity names (Don't do name fixup)'.
[b]4.[/b] Now when you want to enable your rain (via another entity, say a button or trigger.), type in 'rain_on' as your 'Target Entities Name', and 'ForceSpawn' as your 'Via this input' in your button/trigger's Output menu. In-order to disable your rain, simply kill the rain entity itself. You can still re-enable it, don't worry.
If you want to start with the rain off, you should kill your 'rain' entity in a logic_auto. This method is used in Amsterville as someone mentioned before, and various other maps in-combination with other storm effects. As far as making it move, you should be-able to just use the Parent property in your func_precipitation. My suggestion would be to create a nodraw brush in an outside room that moves along a path_corner, and parent your rain brush entity to that.
[QUOTE=Gamershaze;41546284]For those of you who don't understand, he was asking how you enable/disable func_precipitation as the brush entity itself doesn't have any options for this. Which is actually a good question that almost anyone who's had to fuck with rain has had a problem with.
The answer to this is rather simple, just requires a bit of dodging around the system.
[b]1.[/b] Name your func_precipitation entities "rain" without quotes.
[b]2.[/b] Create a point_template entity, and name it "rain_on" without quotes.
[b]3.[/b] Open up the Properties menu for the point_template, and under Template 1 list your "rain" entity. Next click the 'Flags' tab, and checkmark 'Preserve entity names (Don't do name fixup)'.
[b]4.[/b] Now when you want to enable your rain (via another entity, say a button or trigger.), type in 'rain_on' as your 'Target Entities Name', and 'ForceSpawn' as your 'Via this input' in your button/trigger's Output menu. In-order to disable your rain, simply kill the rain entity itself. You can still re-enable it, don't worry.
If you want to start with the rain off, you should kill your 'rain' entity in a logic_auto. This method is used in Amsterville as someone mentioned before, and various other maps in-combination with other storm effects. As far as making it move, you should be-able to just use the Parent property in your func_precipitation. My suggestion would be to create a nodraw brush in an outside room that moves along a path_corner, and parent your rain brush entity to that.[/QUOTE]
THANKS
A
LOT !
cool, like this the fades should work as well, great!
about the movement (not that i need it accually), but with tracktrain and also parenting to a crow didnt work.. just fyi
thanks again!
[QUOTE=Gamershaze;41546284]For those of you who don't understand, he was asking how you enable/disable func_precipitation as the brush entity itself doesn't have any options for this. Which is actually a good question that almost anyone who's had to fuck with rain has had a problem with.
The answer to this is rather simple, just requires a bit of dodging around the system.
[b]1.[/b] Name your func_precipitation entities "rain" without quotes.
[b]2.[/b] Create a point_template entity, and name it "rain_on" without quotes.
[b]3.[/b] Open up the Properties menu for the point_template, and under Template 1 list your "rain" entity. Next click the 'Flags' tab, and checkmark 'Preserve entity names (Don't do name fixup)'.
[b]4.[/b] Now when you want to enable your rain (via another entity, say a button or trigger.), type in 'rain_on' as your 'Target Entities Name', and 'ForceSpawn' as your 'Via this input' in your button/trigger's Output menu. In-order to disable your rain, simply kill the rain entity itself. You can still re-enable it, don't worry.
If you want to start with the rain off, you should kill your 'rain' entity in a logic_auto. This method is used in Amsterville as someone mentioned before, and various other maps in-combination with other storm effects. As far as making it move, you should be-able to just use the Parent property in your func_precipitation. My suggestion would be to create a nodraw brush in an outside room that moves along a path_corner, and parent your rain brush entity to that.[/QUOTE]
Finally! A proper way to do this. I had this same problem but did it in a terrible, hackjob way.
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