Info particle system: Difference between revisions
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Tip:Control point 0(1) is the origin of the
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:To forcibly restart an effect, you must fire
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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{{lang | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}{{CD|CParticleSystem|file1=particle_system.cpp}} | ||
{{CD|CParticleSystem|file1=particle_system.cpp}} | {{this is a|e0|name=info_particle_system|since=Source 2007}} It dispatches and offers some control over a specified [[particle system]]. | ||
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==Keyvalues== | ==Keyvalues== | ||
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{{KV|Start Active?|intn=start_active|bool|Whether the particle system should begin as soon as the entity spawns.}} | {{KV|Start Active?|intn=start_active|bool|Whether the particle system should begin as soon as the entity spawns.}} | ||
{{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.|since=2009}} | {{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.|since=2009}} | ||
{{KV|Render in front?|intn=render_in_front|bool|Hack to allow particles to render in front of everything else.|only={{l4d2 | {{KV|Render in front?|intn=render_in_front|bool|Hack to allow particles to render in front of everything else.|only={{l4d2}} | ||
{{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(1) 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|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(1) 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|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.}} | ||
<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}} | <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}} | ||
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==Inputs== | ==Inputs== | ||
{{IO|Start}} | {{IO|Start}} | ||
{{IO|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|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|also=mapbase}} | {{IO|DestroyImmediately|Particle System disappears immediately instead of fading out|since=p2|also=mapbase}} | ||
{{IO|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=P2}} | {{IO|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=P2}} |
Revision as of 11:17, 4 January 2024


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CParticleSystem |
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info_particle_system
is an e0 available in all Source games since
Source 2007. It dispatches and offers some control over a specified particle system.
Keyvalues
- 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.
- Flag as Weather? (flag_as_weather) <boolean> (in all games since
)
- 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.
{{KV|Render in front?|intn=render_in_front|bool|Hack to allow particles to render in front of everything else.|only=
{{KV|Control Point 1|to=Control Point 63|intn=cpoint1|intn2=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.

info_particle_system
itself.
- 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.
- 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
- 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
Inputs
- Start
{{IO|Stop|Tell the particle system to start/stop emitting.

Stop
first. Start
has no effect if the server thinks the system is already running.- DestroyImmediately (in all games since
) (also in
)
- Particle System disappears immediately instead of fading out
- StopPlayEndCap (in all games since
)
- Tells the particle system to stop emitting but also play its End Cap State
