info_particle_system
Class hierarchy |
---|
CParticleSystem |
particle_system.cpp
|
info_particle_system
is a point entity available in all Source games since Source 2007. It dispatches and offers some control over a specified particle system.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Particle System Name
(effect_name)
<string> - The name of the particle system to spawn. NOT the name of a PCF file!
- Start Active?
(start_active)
<boolean> - Whether the particle system should begin as soon as the entity spawns.
- Flag as Weather?
(flag_as_weather)
<boolean> (in all games since ) - Is this particle system going to be used as a weather effect? If so the particle system will not be rendered if the user has disabled weather effects.
- Render in front?
(render_in_front)
<boolean> (only in ) - Hack to allow particles to render in front of everything else.
- Control Point 1
(cpoint1)
to Control Point 63(cpoint63)
<targetname> - Parents a control point to the given entity's origin. If any value is left blank all those following it will be ignored. Tip:Control point 0(1) is the origin of the
info_particle_system
itself.Note:Because the control point is configured on the client, the entity you specify must exist there. This means that most invisible entities (info_target is an exception, as it has the "Transmit to client" spawnflag) will not work. Your best bet is an info_particle_system, e.g. itself or another one with blank particle name. - Control Point 1's Parent
(cpoint1_parent)
to Control Point 7's Parent(cpoint7_parent)
<integer> - The control point to act as a parent to this one.
- snapshot_file
(snapshot_file)
<string> (only in ) - Note:Only CSGO ? Loads file "particles/%s.psf"
// Init from a DMX (.psf) file
CParticleSnapshot::UnserializeTodo: More info
Inputs
Start
- Tell the particle system to start emitting. Note:To forcibly restart an effect, you must fire
Stop
first.Start
has no effect if the server thinks the system is already running.
Stop
- Tell the particle system to stop emitting.
DestroyImmediately
(in all games since ) (also in )- Particle system disappears immediately instead of fading out.
Reset
(only in ) !FGD- Tell the particle system to restart.
StopPlayEndCap
(in all games since )- Tells the particle system to stop emitting but also play its End Cap State
Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.