env_spritetrail

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env_spritetrail is a point entity available in all Source games.

Contents

Entity description

A trail effect for parenting with other entities.

Note:When you pick a sprite to use, eg sprites/light_glow01 you must add the .vmt extension or else it won't display ingame.


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.
  • lifetime
<float> Lifetime
  • startwidth
<float> Start Width
  • endwidth
<float> End Width
  • spritename
<material> Sprite Name
  • renderamt
<integer> FX Amount (0 - 255) The FX amount is used by the selected Render Mode.
  • rendercolor
<color255> The FX color is used by the selected Render Mode.
  • rendermode
<choices> Render Mode
Literal Value Description
0 Normal
4 Solid
5 Additive

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.
  • RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

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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