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.
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== | {{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== | ==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 those following it 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|<s>Render in front?</s>|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: | [[Category:Particle System]] |
Latest revision as of 08:37, 10 April 2025


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CParticleSystem |
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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>[ Edit ]
- 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.
- 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 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.
- 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"
// Init from a DMX (.psf) file
CParticleSnapshot::UnserializeTodo: More info
Render in front?(render_in_front) <boolean> (only in)
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
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
