Info particle system: Difference between revisions

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{{wrongtitle|title=info_particle_system}}
{{base point ep2|info_particle_system}} It spawns and controls a specified [[particle system]].
{{base_point_ep2}}[[Category:Particle_Effects]]


==Entity Description==
See also [[:Category:Particle Effects]] and [[:Category:Particle System]].
A entity that controls a defined particle, and can also be activated to turn on or off.


*See also [[Half-Life 2: Episode Two Particle Effect List]] | [[Portal Particle Effect List]] | [[List of TF2 Particles]] | [[List of L4D Particles]].
==Keyvalues==
 
; Particle System Name <code><[[string]]></code>
: The name of the particle system to spawn. NOT the name of a PCF file!
; Start Active? <code><[[bool]]></code>
: Whether the particle system should begin as soon as the entity spawns.
; Control Point 1 <span style="font-weight:normal">to</span> Control Point 63 <code><[[targetname]]></code>
: Sets the CP to the given entity's location. {{todo|Updated after spawn?}} {{warning|If a field is left blank, all those following it will be ignored.}}
; Control Point 1's Parent <span style="font-weight:normal">to</span> Control Point 7's Parent <code><[[int]]></code>
: The CP to act as a [[parent]] to this CP.
{{KV Parentname}}
{{KV Angles}}
{{KV Targetname}}


==Keyvalues==
*{{KV Targetname}}
*{{KV Parentname}}
*{{KV Angles}}
*'''effect_name'''
:<string> Particle System Name
*'''start_active'''
:{{boolean}} If set, particle effect starts enabled.
*'''cpoint''1-63'''''
:<target_destination> If set, control point <code>n</code> of the effect will be at this entity's location.
*'''cpoint''1-7''_parent'''
:<target_destination> If set and nonzero, control point <code>n</code> of the effect will use this point for its parent.
==Inputs==
==Inputs==
*{{I Targetname}}
 
*{{I Parentname}}
; <code>Start</code>
*'''Start'''
; <code>Stop</code>
:Tell the particle system to start emitting.
: Tell the particle system to start/stop emitting.
*'''Stop'''
{{I Parentname}}
:Tell the particle system to stop emitting.
{{I Targetname}}
 
==Outputs==
==Outputs==
*{{O Targetname}}
 
{{O Targetname}}
 
[[Category:Particle System]]

Revision as of 08:33, 21 October 2009

Template:Base point ep2 It spawns and controls a specified particle system.

See also Category:Particle Effects and Category:Particle System.

Keyvalues

Particle System Name <string>
The name of the particle system to spawn. NOT the name of a PCF file!
Start Active? <bool>
Whether the particle system should begin as soon as the entity spawns.
Control Point 1 to Control Point 63 <targetname>
Sets the CP to the given entity's location.
Todo: Updated after spawn?
Warning.pngWarning:If a field is left blank, all those following it will be ignored.
Control Point 1's Parent to Control Point 7's Parent <int>
The CP to act as a parent to this CP.
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.
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