Info particle system: Difference between revisions

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==Inputs==
==Inputs==
{{IO|Start,Stop|Tell the particle system to start/stop 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.}}}}
{{IO|Start,Stop|Tell the particle system to start/stop 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.}}}}
{{IO|DestroyImmediately|Particle System disappears immediately instead of fading out|since=p2}}
{{IO|DestroyImmediately|Particle System disappears immediately instead of fading out|since=p2|Mapbase also}}
{{IO|StopPlayEndCap|Seems to be the same as stop|since=P2}}
{{IO|StopPlayEndCap|Seems to be the same as stop|since=P2}}
{{ScrollBox|
{{ScrollBox|

Revision as of 06:46, 28 January 2020

Template:Base point It dispatches and offers some control over a specified particle system.

Keyvalues

Particle System Name ([todo internal name (i)]) <string>
The name of the particle system to spawn. NOT the name of a PCF file!
Start Active? ([todo internal name (i)]) <boolean>
Whether the particle system should begin as soon as the entity spawns.
Flag as Weather? ([todo internal name (i)]) <boolean> (in all games since Source 2009)
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.
Control Point 1 ([todo internal name (i)]) to Control Point 63 <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.pngTip:Control point 0(1) is the origin of the info_particle_system itself.
Note.pngNote:Because the control point is configured on the client, the entity you specify must exist there. This means that most invisible entities (info_target in particular) 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 ([todo internal name (i)]) to Control Point 7's Parent <integer>
The control point to act as a parent to this one.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
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

Inputs

Start,Stop
Tell the particle system to start/stop emitting.
Note.pngNote:To forcibly restart an effect, you must fire Stop first. Start has no effect if the server thinks the system is already running.
DestroyImmediately  (in all games since Portal 2)
Particle System disappears immediately instead of fading out
StopPlayEndCap  (in all games since Portal 2)
Seems to be the same as stop
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

See also