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One feature I think could improve on the visual/atmospheric design some maps is some form of wind force, something to make things sway in the wind and blow around loose parts on cosmetics. This could be done with a new brush entity type, which I wanted to suggest as an addition to the game. env_wind is already an existing entity in all Source games, but these affect the entire map, instead of just a specific point in the map.
A func_wind would be a brush entity which has a set direction and power, and would create a "wind effect" when players or objects are in the brush. By default, it would affect jiggle bones on players and items, pushing them in the direction of the wind as if the player was traveling in the opposite direction of the wind at its set speed. It could work in the game's base code by modifying jiggle bones to move with movement plus wind force instead of just movement. It could also have a set sound to play when the player is within the func_wind, selectable like any other sound on a brush entity. Optionally, it could also have flags to affect player and entity movement and ragdolls, for things like pushing props and projectiles around, but that would probably have more niche usage over the main goal of making cosmetics blow in the wind.
I believe something like this could improve the visual presentation and atmosphere of a map, making it feel more alive and fun to run around in.
The text was updated successfully, but these errors were encountered:
Found out there's already a trigger_wind, which behaves like a location-specific env_wind. Since that has almost all the details I had specified before, it'd probably be better to add jigglebone blowing to that instead of making a new brush entity just for that function. I'll edit the name of the request to reflect that better.
IronFoxGaming
changed the title
[TF2] Request - Add in a func_wind for map makers for atmosphere
[TF2] Request - Add flag to trigger_wind brushes able to blow jigglebone
Dec 10, 2024
IronFoxGaming
changed the title
[TF2] Request - Add flag to trigger_wind brushes able to blow jigglebone
[TF2] Request - Add flag to trigger_wind brushes able to blow jigglebones and ragdolls
Dec 10, 2024
IronFoxGaming
changed the title
[TF2] Request - Add flag to trigger_wind brushes able to blow jigglebones and ragdolls
[TF2] Request - Add flags to trigger_wind brushes able to blow jigglebones and ragdolls
Dec 10, 2024
IronFoxGaming
changed the title
[TF2] Request - Add flags to trigger_wind brushes able to blow jigglebones and ragdolls
[TF2] Request - Add flags to trigger_wind and env_wind to be able to blow jigglebones and ragdolls
Dec 10, 2024
One feature I think could improve on the visual/atmospheric design some maps is some form of wind force, something to make things sway in the wind and blow around loose parts on cosmetics. This could be done with a new brush entity type, which I wanted to suggest as an addition to the game. env_wind is already an existing entity in all Source games, but these affect the entire map, instead of just a specific point in the map.
A func_wind would be a brush entity which has a set direction and power, and would create a "wind effect" when players or objects are in the brush. By default, it would affect jiggle bones on players and items, pushing them in the direction of the wind as if the player was traveling in the opposite direction of the wind at its set speed. It could work in the game's base code by modifying jiggle bones to move with movement plus wind force instead of just movement. It could also have a set sound to play when the player is within the func_wind, selectable like any other sound on a brush entity. Optionally, it could also have flags to affect player and entity movement and ragdolls, for things like pushing props and projectiles around, but that would probably have more niche usage over the main goal of making cosmetics blow in the wind.
I believe something like this could improve the visual presentation and atmosphere of a map, making it feel more alive and fun to run around in.
The text was updated successfully, but these errors were encountered: