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Water Waves


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skyjur
Junior Member
Join Date: Nov 2006
Location: Lithuania
Old 09-18-2007 , 11:48   Water Waves
Reply With Quote #1

Is there a way to change water waves height?

I looked throught all pev_* and could not find anything useful. I don't know where else to search.
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potatis_invalido
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Join Date: Jul 2007
Location: 0 (world)
Old 09-19-2007 , 04:59   Re: Water Waves
Reply With Quote #2

You have probably already tryed it, but maybe set_pev(water_ent, pev_waterlevel, <integer or float, not shure>) will work?

Last edited by potatis_invalido; 09-19-2007 at 06:40.
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Wilson [29th ID]
Veteran Member
Join Date: Nov 2005
Location: London
Old 09-19-2007 , 05:47   Re: Water Waves
Reply With Quote #3

If that doesn't work, use BSP Edit and view the water entity of the map and try and find the keyvalue that sets the level. You can then edit the keyvalue.
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 12-01-2010 , 11:04   Re: Water Waves
Reply With Quote #4

Just to answer the question as it may be usefull for anyone :

When water is func_water, change pev_scale value (set to 0.0 for no wave).
When water is part of world, change svar sv_wateramp (sv_wateramp 0 in amxx.cfg for example).

From HLSDK :

dlls/world.cpp
Code:
void CWorld :: KeyValue( KeyValueData *pkvd )
{
	// [...]
	else if ( FStrEq(pkvd->szKeyName, "WaveHeight") )
	{
		// Sent over net now.
		pev->scale = atof(pkvd->szValue) * (1.0/8.0);
		pkvd->fHandled = TRUE;
		CVAR_SET_FLOAT( "sv_wateramp", pev->scale );
	}
dlls/doors.cpp
Code:
void CBaseDoor::KeyValue( KeyValueData *pkvd )
{
	// [...]
	else if (FStrEq(pkvd->szKeyName, "WaveHeight"))
	{
		pev->scale = atof(pkvd->szValue) * (1.0/8.0);
		pkvd->fHandled = TRUE;
	}
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