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Env particlescript: Difference between revisions

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{{wrongtitle|title=env_particlescript}}
{{LanguageBar}}
{{CD|CEnvParticleScript|file1=env_particlescript.cpp}}
{{note|Using {{ent|info_particle_system}} is preferred.}}
{{this is a|model entity|name=env_particlescript}} It is an entity used for creating sprites attached to the specified model's attachments. It uses 2 [[Animation Events|animation events]] for creating and deleting these sprites : <code>CL_EVENT_SPRITEGROUP_CREATE</code> (6002) and <code>CL_EVENT_SPRITEGROUP_DESTROY</code> (6003). In {{hl2|1}}, it is used for simulating hundreds of [[scanners]] leaving the [[Citadel]] in <code>d1_trainstation_06</code>.


==Entity Description==
 
An entity that has special animation events that can be fired by a model with an animation inside its .qc designed for use by this entity.
{{ExpandBox|title=Example [[QC]] snippet from {{path|ambient_citadel_paths|mdl|icon=file}}|{{clr}}
<syntaxhighlight lang=js>
$sequence "paths1" {
"Ambient_citadel_paths_anims\paths1.smd"
{ event 6002 1 "output1a sprites/scanner_dots1" }
{ event 6002 1 "output1b sprites/scanner_dots2" }
{ event 6002 1 "output1c sprites/scanner_dots2" }
{ event 6002 1 "output2a sprites/scanner_dots2" }
{ event 6002 1 "output2b sprites/scanner_dots1" }
{ event 6002 1 "output2c sprites/scanner_dots2" }
{ event 6002 1 "output3a sprites/scanner_dots1" }
{ event 6002 1 "output3b sprites/scanner_dots2" }
{ event 6002 1 "output3c sprites/scanner_dots1" }
{ event 6003 98 "output1a" }
{ event 6003 98 "output1b" }
{ event 6003 98 "output1c" }
{ event 6003 98 "output2a" }
{ event 6003 98 "output2b" }
{ event 6003 98 "output2c" }
{ event 6003 98 "output3a" }
{ event 6003 98 "output3b" }
{ event 6003 98 "output3c" }
fps 7
loop
}
</syntaxhighlight>
}}


==Keyvalues==
==Keyvalues==
 
{{KV Targetname}}
* {{kv targetname}}
{{KV|Script Model|intn=model|model|Model to use for animation sequences.}}
 
* {{kv parentname}}
 
* {{kv angles}}
 
* '''model'''
: <studio> Model to use for animation sequences.


==Inputs==
==Inputs==
 
{{I|SetSequence|Sets the script model's sequence.|param=string}}
* {{i targetname}}
 
* {{i parentname}}
 
*'''SetSequence <string>'''
:Sets the script model's sequence.
 
==Outputs==
 
* {{o targetname}}
 
[[Category:Entities]]

Latest revision as of 06:48, 28 May 2025

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C++ Class hierarchy
CEnvParticleScript
CBaseAnimating
CBaseEntity
C++ env_particlescript.cpp
Note.pngNote:Using info_particle_system is preferred.

env_particlescript is a model entity available in all Source Source games. It is an entity used for creating sprites attached to the specified model's attachments. It uses 2 animation events for creating and deleting these sprites : CL_EVENT_SPRITEGROUP_CREATE (6002) and CL_EVENT_SPRITEGROUP_DESTROY (6003). In Half-Life 2, it is used for simulating hundreds of scanners leaving the Citadel in d1_trainstation_06.


Example QC snippet from Fileambient_citadel_paths.mdl 
$sequence "paths1" {
	"Ambient_citadel_paths_anims\paths1.smd"
	{ event 6002 1 "output1a sprites/scanner_dots1" }
	{ event 6002 1 "output1b sprites/scanner_dots2" }
	{ event 6002 1 "output1c sprites/scanner_dots2" }
	{ event 6002 1 "output2a sprites/scanner_dots2" }
	{ event 6002 1 "output2b sprites/scanner_dots1" }
	{ event 6002 1 "output2c sprites/scanner_dots2" }
	{ event 6002 1 "output3a sprites/scanner_dots1" }
	{ event 6002 1 "output3b sprites/scanner_dots2" }
	{ event 6002 1 "output3c sprites/scanner_dots1" }
	{ event 6003 98 "output1a" }
	{ event 6003 98 "output1b" }
	{ event 6003 98 "output1c" }
	{ event 6003 98 "output2a" }
	{ event 6003 98 "output2b" }
	{ event 6003 98 "output2c" }
	{ event 6003 98 "output3a" }
	{ event 6003 98 "output3b" }
	{ event 6003 98 "output3c" }
	fps 7
	loop
}

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Script Model (model) <model path>
Model to use for animation sequences.

Inputs

SetSequence <stringRedirectInput/string>
Sets the script model's sequence.