A map object which generates an animated waterfall effect.
The origin of the entity marks the top of the waterfall. The waterfall will fall down 144 units from the origin, and is 64 units wide. There is a small lip at the top where the water effect curves from horizontal to vertical – the model goes back 4 units from its origin. You can use this to build taller waterfalls, stack the waterfalls one above the other, each one 4 units back from the last. The lip between the two will disguise the join.
The model comes with 5 skins to cover the major fluids in quake maps. Set the “skin” key to select the appropriate skin.
- Clearwater (default)
- Swamp water
By default this is a static model, which runs the waterfall loop automatically. All you need to do is select a skin and place it. As with other Quoth mapobjects, spawnflag 2 = FORCE_DYNAMIC which skips the conversion to static (see this article for details).
This entity can also be toggled on and off if you set a targetname. Obviously at this point it ceases to be static. The same animation as the static model will play until the entity is triggered. It will then play a short animation as the water drains away. Once that animation is completed, using the entity again will start the water running. If you set the third spawnflag (bitflag 4 = START_DRY), the waterfall begins in the dry state – not visible, exactly as if it had already been triggered once and the animation had completed.
If you set the noise key to a sound file, then this entity will play that sound when the start animation is triggered, and will play the sound in noise1 when the stop animation is triggered. Set sounds “1” to get the default Quoth sounds for the waterfall starting and stopping. The default start sound contains a splash sound for the initial wave, followed by a looping waterfall sound, which continues playing until the stop sound overwrites it. As with the play_sound entity, the volume and speed keys control volume and attenuation respectively. Note that waterfall attenuation defaults to 2.
If you want to desynchronise two adjacent dynamic waterfalls, you can set the frame key between 0 and 25 to pick the starting frame. This only works if targetname is set to a value, set it to a dummy value if you want to use this feature but never actually toggle the waterfall.