entity.u
entity.v
The pixel offsets of map entity textures, in horizontal and vertical
direction. By changing these offsets in real time, effects like streaming water
can be achieved. Note: this parameter is not used anymore in newer engine
versions, but can be set as a workaround for the DirectX mesh
animation bug (see bugs).
Range:
unlimited (default: 0)Type:
varExample:
action water_current // assign to a water block
{
while (1) {
my.u += 5*time;
my.v += 5*time;
wait (1);
}
}See also:
skin