- Jul 31, 2015
- 94
- 146
Anyone knows that in Mercenary Park trees, some bushes, flowers are moving on it's own
I checked in-game with ent_dump !picker but the console said nothing
I checked in-hammer it said it's a prop_static, prop_static can't have animations right???
and then i check models .vmf
found these
$treeSway "1" // height at which the effect is on fully (in world units)
$treeSwayHeight "0"//"300" // radius at which the effect is on fully (in world units)
$treeSwayStartHeight ".5" // portion of height at which the effect starts to fade in (0-1)
$treeSwayRadius "200" // radius at which the effect is on fully (in world units)
$treeSwayStartRadius "0.2" // portion of radius at which the effect starts to fade in (0-1)
$treeSwaySpeed ".2" // how quickly the tree sways (as a multiplier of time)
$treeSwayStrength ".4" // how much the tree sways (as a multiplier of position)
$treeSwayScrumbleSpeed "2.2" // how quickly the leaves move (as a multiplier of time)
$treeSwayScrumbleStrength "4.4" // how much the leaves move( as a multiplier of position)
$treeSwayScrumbleFrequency "10" // spatial frequency of sine wave applied to leaves. Typically high-ish (10-25)
$treeSwayFalloffExp "3" // falloff parameter for wave motion on branches/trunk, higher means core of tree is more stable
$treeSwayScrumbleFalloffExp "2" // falloff parameter for scrumble motion on leaves, higher means the core of the tree is more stable
$treeSwaySpeedHighWindMultiplier "0" // multiplier of movement speed at higher wind
$treeSwaySpeedLerpStart "200.0" // wind speed at which high wind multiplier begins to have effect
$treeSwaySpeedLerpEnd "600.0" // wind speed at which high wind multiplier is fully on
$treeSwayStatic 1
i think valve just ported $treeSway from l4d2 or maybe csgo
I checked in-game with ent_dump !picker but the console said nothing
I checked in-hammer it said it's a prop_static, prop_static can't have animations right???
and then i check models .vmf
found these
$treeSway "1" // height at which the effect is on fully (in world units)
$treeSwayHeight "0"//"300" // radius at which the effect is on fully (in world units)
$treeSwayStartHeight ".5" // portion of height at which the effect starts to fade in (0-1)
$treeSwayRadius "200" // radius at which the effect is on fully (in world units)
$treeSwayStartRadius "0.2" // portion of radius at which the effect starts to fade in (0-1)
$treeSwaySpeed ".2" // how quickly the tree sways (as a multiplier of time)
$treeSwayStrength ".4" // how much the tree sways (as a multiplier of position)
$treeSwayScrumbleSpeed "2.2" // how quickly the leaves move (as a multiplier of time)
$treeSwayScrumbleStrength "4.4" // how much the leaves move( as a multiplier of position)
$treeSwayScrumbleFrequency "10" // spatial frequency of sine wave applied to leaves. Typically high-ish (10-25)
$treeSwayFalloffExp "3" // falloff parameter for wave motion on branches/trunk, higher means core of tree is more stable
$treeSwayScrumbleFalloffExp "2" // falloff parameter for scrumble motion on leaves, higher means the core of the tree is more stable
$treeSwaySpeedHighWindMultiplier "0" // multiplier of movement speed at higher wind
$treeSwaySpeedLerpStart "200.0" // wind speed at which high wind multiplier begins to have effect
$treeSwaySpeedLerpEnd "600.0" // wind speed at which high wind multiplier is fully on
$treeSwayStatic 1
i think valve just ported $treeSway from l4d2 or maybe csgo