Liquids | Index
| Turns a brush into a liquid-mimic that can move up & down. |
| 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) |
| 16 : EASEUNDERCURRENT | Normally, the deeper you are, the more you are affected by current. This reverses that, making current is stronger at the surface. |
| 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) |
| 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. |
| 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). |
| 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 |
| 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). |