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:

var

Example:

action water_current // assign to a water block
{
while (1) {
my.u += 5*time;
my.v += 5*time;
wait (1);
}
}

See also:

skin