env_smoketrail

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This is a point entity available in all Source games.

Contents

Entity Description

An entity that creates a smoke trail.

Availability

This point-based entity is available in: all Source games. In code it is represented by class SmokeTrail, defined in smoke_trail.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • opacity
<float> Opacity of the sprites (range from 0 - 1).
  • spawnrate
<float> Number of particles to emit each second.
  • lifetime
<float> Number of seconds until each particle dies.
  • startcolor
<color255> Starting color of the emitted particles.
  • endcolor
<color255> Ending color of the emitted particles.
  • emittime
<float> Number of seconds until the env_smoketrail stops emitting particles. 0 means never stop emitting particles.
  • minspeed
<float> Minimum randomly-directed speed to use for emitted particles.
  • maxspeed
<float> Maximum randomly-directed speed to use for emitted particles.
  • mindirectedspeed
<float> Minimum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles.
  • maxdirectedspeed
<float> Maximum speed along the env_smoketrail's forward direction (x axis) to use for emitted particles.
  • startsize
<float> Starting particle size.
  • endsize
<float> Ending particle size.
  • spawnradius
<float> Distance from env_smoketrail at which particles are emitted.
  • firesprite
<sprite> Fire Sprite.
  • smokesprite
<sprite> Smoke Puff.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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