Info particle system: Difference between revisions
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{{base point ep2|info_particle_system}} It | {{base point ep2|info_particle_system}} It dispatches and offers some control over a specified [[particle system]]. | ||
See also [[:Category:Particle Effects]] | See also: | ||
* [[:Category:Particle Effects]] | |||
* [[:Category:Particle System]]. | |||
==Keyvalues== | ==Keyvalues== | ||
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: Whether the particle system should begin as soon as the entity spawns. | : 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> | ; Control Point 1 <span style="font-weight:normal">to</span> Control Point 63 <code><[[targetname]]></code> | ||
: | : Parents the [[Control Point (particles)|control point]] to the given entity's origin. {{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> | ; Control Point 1's Parent <span style="font-weight:normal">to</span> Control Point 7's Parent <code><[[int]]></code> | ||
: The | : The control point to act as a [[parent]] to this one. | ||
{{KV Parentname}} | {{KV Parentname}} | ||
{{KV Angles}} | {{KV Angles}} | ||
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; <code>Start</code> | ; <code>Start</code> | ||
; <code>Stop</code> | ; <code>Stop</code> | ||
: Tell the particle system to start/stop emitting. | : 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.}} | ||
{{I Parentname}} | {{I Parentname}} | ||
{{I Targetname}} | {{I Targetname}} |
Revision as of 09:15, 5 November 2010
Template:Base point ep2 It dispatches and offers some control over a specified particle system.
See also:
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>
- Parents the control point to the given entity's origin.
Warning: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 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
ortarget
).
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:To forcibly restart an effect, you must fire
Stop
first.Start
has no effect if the server thinks the system is already running.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.