info_particle_system
From Valve Developer Community
info_particle_system is a point entity is available in all Orange Box games. It spawns and controls a specified particle system.
See also Category:Particle Effects and Category:Particle System.
Keyvalues
- Particle System Name
<string> - The name of the particle system to spawn. NOT the name of a PCF file!
- Start Active?
<bool> - Whether the particle system should begin as soon as the entity spawns.
- Control Point 1 to Control Point 63
<targetname> - Sets the CP to the given entity's location.
To do: Updated after spawn?
Warning:If a field is left blank, all those following it will be ignored. - Control Point 1's Parent to Control Point 7's Parent
<int> - The CP to act as a parent to this CP.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Inputs
-
Start -
Stop - Tell the particle system to start/stop emitting.
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.
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
