Control Point (particles): Difference between revisions
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Note:Control Points 0 (
Confirm:It is not possible to configure control points when compiling a model.
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'''Control Points''' are used to pass data into and between [[:Category:Particle System|particle systems]]. Each one stores the following: | |||
* | * Its number (0 to 63) | ||
* An [[ParticleAttachment_t|attachment type]] | |||
* An attachment point | |||
* An [[Vector|origin]] | |||
* A [[matrix3x4_t|matrix]] (usually for rotation) | |||
* An associated [[entity]] | |||
The meaning of these values are flexible however, and "cheats" such storing an [[RGB]] colour in the origin value are supported. | |||
Particle systems inherit the control points of their parents. | |||
{{note|Control Points 0 (<code>vecOrigin</code>) and 1 (<code>vecStart</code>) are defined when dispatching from the server. Be aware of this when choosing which CPs to use in your system.}} | |||
== Defining == | == Defining == | ||
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=== Within a particle system === | === Within a particle system === | ||
Use one of these | Use one of these Operators: | ||
* [[Set Control Point Positions]] | |||
* [[Set Control Point To Particles' Center]] | |||
* [[Set Control Point To Player]] | |||
* [[Set child control points from particle positions]] | |||
* [[Movement Match Particle Velocities]] | |||
=== In a map === | === In a map === | ||
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<div style="display:inline-block;width:49%;vertical-align:top;"> | <div style="display:inline-block;width:49%;vertical-align:top;"> | ||
=== | === Mapping functions === | ||
; Operators | ; Operators | ||
: [[Remap Control Point to Scalar]] | : [[Remap Control Point to Scalar]] | ||
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<div style="display:inline-block;width:49%;vertical-align:top;"> | <div style="display:inline-block;width:49%;vertical-align:top;"> | ||
=== | === Potential targets === | ||
<div style="display:inline-block;width:49%;vertical-align:top;"> | <div style="display:inline-block;width:49%;vertical-align:top;"> | ||
; Scalar | ; Scalar | ||
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</div> | </div> | ||
== Other == | === Other === | ||
These sample values from CPs rather than remapping their literal values: | These sample values from CPs rather than remapping their literal values: |
Revision as of 14:39, 27 July 2011
Control Points are used to pass data into and between particle systems. Each one stores the following:
- Its number (0 to 63)
- An attachment type
- An attachment point
- An origin
- A matrix (usually for rotation)
- An associated entity
The meaning of these values are flexible however, and "cheats" such storing an RGB colour in the origin value are supported.
Particle systems inherit the control points of their parents.

vecOrigin
) and 1 (vecStart
) are defined when dispatching from the server. Be aware of this when choosing which CPs to use in your system.Defining
Within a particle system
Use one of these Operators:
- Set Control Point Positions
- Set Control Point To Particles' Center
- Set Control Point To Player
- Set child control points from particle positions
- Movement Match Particle Velocities
In a map
Fill in the fields of the info_particle_system used to spawn the system.
In code
See Particles In Code#Control points.
In a QC

However, see the Position on Model Random initializer.
Mapping to other values
Mapping functions
- Operators
- Remap Control Point to Scalar
- Remap Distance to Control Point to Scalar
- Remap Distance Between Two Control Points to Scalar
- Initializers
- Remap Control Point to Vector
Note:There is no 'CP to Vector' operator, just this initializer. The reasons for this omission are not clear.
- Remap Control Point to Scalar
- Remap Initial Distance to Control Point to Scalar
Potential targets
- Scalar
- Lifespan
- Creation time
- Radius
- Roll speed
- Alpha
- Alpha alternate
- Sequence number
- Sequence number 1
- Trail length
- Particle ID
- Yaw
- Vector
- Position
- Roll
- RGB Colour (normalised)
Other
These sample values from CPs rather than remapping their literal values:
Spawning children at control points
By default, child systems spawn at their parent's origin. To change this, use one of the "Position" Initializers with a reference to the appropriate CP number.