Info particle system: Difference between revisions
		
		
		
		
		
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 Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.
Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.
		
	
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| {{ | {{LanguageBar}} | ||
| {{ | {{CD|CParticleSystem|file1=particle_system.cpp}} | ||
| {{This is a|point entity|name=info_particle_system|since=Source 2007}} It dispatches and offers some control over a specified [[particle system]]. | |||
| == | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Particle System Name|intn=effect_name|string|The name of the particle system to spawn. NOT the name of a PCF file!}} | |||
| {{KV|Start Active?|intn=start_active|bool|Whether the particle system should begin as soon as the entity spawns.}} | |||
| {{KV|Control Point 1|to=Control Point 63|intn=cpoint1|intn2=cpoint63|targetname|Parents a [[Control Point (particles)|control point]] to the given entity's origin. If any value is left blank all subsequent values will be ignored. {{tip|Control point 0 is the origin of the <code>info_particle_system</code> 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.}} | |||
| {{KV|Control Point 1's Parent|to=Control Point 7's Parent|intn=cpoint1_parent|intn2=cpoint7_parent|int|The control point to act as a [[parent]] to this one.}}}} | |||
| {{KV|Flag as Weather?|intn=flag_as_weather|bool|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.|not={{l4ds}}{{asw}}{{portal2}}{{csgo}}}} | |||
| <br>{{KV|snapshot_file|intn=snapshot_file|string|{{note|Only CSGO ? Loads file {{font color|white|"particles/%s.psf"}}<br>{{font color|#D4FF00|// Init from a DMX (.psf) file}}<br>CParticleSnapshot::Unserialize}}{{todo|More info}}|only={{CSGO}}}} | |||
| {{KV|Render in front?|deprecated=1|intn=render_in_front|bool|<s>Hack to allow particles to render in front of everything else.</s> Doesn't exist, left over in fgd|only={{l4d2}}}} | |||
| == Inputs == | |||
| {{I|Start|Tell the particle system to start emitting. {{note|To forcibly restart an effect, you must fire <code>Stop</code> first. <code>Start</code> has no effect if the server thinks the system is already running.}}}} | |||
| {{I|Stop|Tell the particle system to stop emitting.}} | |||
| {{I|DestroyImmediately|Particle system disappears immediately instead of fading out.|since=p2|also={{bms}}{{mapbase}}}} | |||
| {{I|Reset|Tell the particle system to restart.|only={{bms}}|nofgd=1}} | |||
| {{I|StopPlayEndCap|Tells the particle system to stop emitting but also play its [https://developer.valvesoftware.com/wiki/Particle_System_Operators/Generic_Operator_Options  End Cap State]|since={{portal2}}}} | |||
| {{note|This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.}} | |||
| == | == See also == | ||
| *{{ | * {{ent|info_particle_target}} | ||
| * | * [[:Category:Particle Effects]] | ||
| * [[:Category:Particle System]]. | |||
| : | [[Category:Particle System]] | ||
| * | |||
| : | |||
| : | |||
| : | |||
Latest revision as of 11:10, 24 October 2025

 
|  Class hierarchy | 
|---|
| CParticleSystem | 
|  particle_system.cpp | 
info_particle_system  is a   point entity  available in all  Source games since
 Source games since  Source 2007. It dispatches and offers some control over a specified particle system.
 Source 2007. It dispatches and offers some control over a specified particle system.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 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.
- 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 subsequent values will be ignored.  Tip:Control point 0 is the origin of the Tip:Control point 0 is the origin of theinfo_particle_systemitself. 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. 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.
- Flag as Weather? (flag_as_weather)  <boolean> (not in      ) )
- 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.
- snapshot_file (snapshot_file)  <string> (only in  ) )
 Note:Only CSGO ? Loads file "particles/%s.psf" Note:Only CSGO ? Loads file "particles/%s.psf"
 // Init from a DMX (.psf) file
 CParticleSnapshot::UnserializeTodo: More info
- Render in front? (render_in_front) <boolean>(only in ) ) 
- Deprecated.Hack to allow particles to render in front of everything else.Doesn't exist, left over in fgd
Inputs
- Start
- Tell the particle system to start emitting.  Note:To forcibly restart an effect, you must fire Note:To forcibly restart an effect, you must fireStopfirst.Starthas 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 ) (also in  ) )
- Particle system disappears immediately instead of fading out.
- Reset   (only in  ) !FGD ) !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.
Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.























