Particles In Code: Difference between revisions
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It is not possible to set the value of [[Control Point (particles)|control points]] from the server. On the client, you can with these <code>CNewParticleEffect</code> functions: | It is not possible to set the value of [[Control Point (particles)|control points]] from the server. On the client, you can with these <code>CNewParticleEffect</code> functions: | ||
; <code>SetControlPoint()</code> | ; <code>SetControlPoint( [[Vector]] )</code> | ||
: | : Arbitrary set the CP's value. | ||
; <code>SetControlPointEntity()</code> | ; <code>SetControlPointEntity( CBaseEntity* )</code> | ||
: Follow the given entity's [[origin]]. | : Follow the given entity's [[origin]]. {{confirm|Set to NULL to disable following.}} | ||
; <code>SetControlPointOrientation()</code> | ; <code>SetControlPointOrientation( [[QAngle]] )</code> | ||
; <code>SetControlPointRightVector()</code> | ; <code>SetControlPointRightVector()</code> | ||
; <code>SetControlPointForwardVector()</code> | ; <code>SetControlPointForwardVector()</code> |
Revision as of 13:38, 26 October 2009
Precaching
Particle systems must be precached before they can be used. This is done by listing the PCF containing them in particles_manifest.txt
, then making this call:
PrecacheParticleSystem( "your_particle_effect_name" );
Server
Dispatching
Particles are dispatched as temp ents. The dispatch functions are shared, so there's no need to #ifdef
calls out on the client.
#include "particle_parse.h"
// Create at world co-ords
DispatchParticleEffect( "my_particle", vecOrigin, angAngles, pOwnerEntity )
// Create at model attachment
DispatchParticleEffect( "my_particle", ParticleAttachment_t, pOwner, iAttachment, bResetAllParticlesOnEntity )
See also ParticleAttachment_t
, below.

Destroying
StopParticleEffects( CBaseEntity* )
- Stops all effects on the given entity.
Client
Creating
Particle systems are automatically created on the client when a dispatch event is received, or can be created manually. Each system is a CNewParticleEffect
object managed through the owning entity's ParticleProp()
accessor:
#include "particles_new.h"
// Create a new system
CNewParticleEffect* pEffect = ParticleProp()->Create( "my_particles", PATTACH_ABSORIGIN );
// System already exists
CNewParticleEffect* pEffect = ParticleProp()->FindEffect( "my_particles" );
Alternatively, you can hook into particle creation events:
void C_MyEntity::OnNewParticleEffect( const char* pszParticleName, CNewParticleEffect* pNewParticleEffect )
{
// ...
}
Control points
It is not possible to set the value of control points from the server. On the client, you can with these CNewParticleEffect
functions:
SetControlPoint( Vector )
- Arbitrary set the CP's value.
SetControlPointEntity( CBaseEntity* )
- Follow the given entity's origin.
Confirm:Set to NULL to disable following.
SetControlPointOrientation( QAngle )
SetControlPointRightVector()
SetControlPointForwardVector()
SetControlPointUpVector()
- Set orientation with a QAngle or series of Vectors.
Destroying
StopParticleEffects( CBaseEntity* )
- Stops all effects on the given entity.
ParticleProp()->StopParticlesInvolving( CBaseEntity* )
- Stops all effects with a control point attached to the given entity. Todo: Global or only on current entity?
ParticleProp()->StopParticlesNamed( const char* )
- Stops all effects with the given system name. Todo: Global or only on current entity?
CNewParticleEffect::StopEmission( bool bInfiniteOnly, bool bRemoveAllParticles, bool bWakeOnStop)
- Stops the current particle system, without removing it. Todo: Meaning of first and third arguments.
ParticleAttachment_t
One of these values is passed when dispatching or creating an effect:
PATTACH_ABSORIGIN
PATTACH_ABSORIGIN_FOLLOW
- Spawn at (and optionally follow) the entity's origin.
PATTACH_POINT
PATTACH_POINT_FOLLOW
- Spawn at (and optionally follow) an attachment point on the entity's model.
PATTACH_CUSTOMORIGIN
- Spawn at a given origin.
PATTACH_WORLDORIGIN
- Don't associate with an entity at all. Use with caution - could easily cause memory leaks.