Func dustcloud: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(synchronized with information on func_dustmotes)
m (Actually link to the entity page)
Line 6: Line 6:
{{note|The default [[material]] is <code>particle/sparkles.vmt</code>. It is normally extremely low-res, so consider overriding this .[[vmt]] for improved appearance.}}
{{note|The default [[material]] is <code>particle/sparkles.vmt</code>. It is normally extremely low-res, so consider overriding this .[[vmt]] for improved appearance.}}


{{note|This entity is functionally identical to <code>func_dustmotes</code> except that the size of sprites created by ''this'' entity will scale realistically depending on the viewing distance, and ones created by <code>func_dustmotes</code> will always take up the same amount of screen space regardless of viewing distance.}}
{{note|This entity is functionally identical to <code>[[func_dustmotes]]</code> except that the size of sprites created by ''this'' entity will scale realistically depending on the viewing distance, and ones created by <code>func_dustmotes</code> will always take up the same amount of screen space regardless of viewing distance.}}


==Keyvalues==
==Keyvalues==

Revision as of 11:30, 18 April 2019

Func_dustcloud

Template:Base brush It spawns randomly-sized dust particles within its volume. Use the trigger texture with this entity. The nodraw texture can also be used, but not recommended.

Tip.pngTip:This entity is affected by env_wind.
Note.pngNote:The default material is particle/sparkles.vmt. It is normally extremely low-res, so consider overriding this .vmt for improved appearance.
Note.pngNote:This entity is functionally identical to func_dustmotes except that the size of sprites created by this entity will scale realistically depending on the viewing distance, and ones created by func_dustmotes will always take up the same amount of screen space regardless of viewing distance.

Keyvalues

Alpha ([todo internal name (i)]) <integer>
Transparency of the particles. 0 means that they are invisible, 255 means opaque.
Minimum Particle Size ([todo internal name (i)]) <string>
This value determines the minimum size the particles can be.
Maximum Particle Size ([todo internal name (i)]) <string>
This value determines the maximum size the particles can be.
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

BModelParticleSpawner:
Start Disabled (StartDisabled) <boolean>
Suspend spawning particles after spawning ? Default value is 0
Particle Color (R G B) (Color) <color255>
Color of the particles.
Particle Per Second (SpawnRate) <integer>
Number of particles to spawn, per second.
Note.pngNote:Fourth number effects transparency after reload.
Maximum Particle Speed (SpeedMax) <string>
Maximum speed that the particles can move after spawning.
Minimum Particle Lifetime (LifetimeMin) <string>
Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'.
Maximum Particle Lifetime (LifetimeMax) <string>
Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this.
Maximum Visible Distance (DistMax) <integer>
Maximum distance at which particles are visible. They fade to translucent at this distance.
Frozen (Frozen) <boolean>
Spawn the number of particles in SpawnRate immediately, and then go inactive ? Default value is 0


Inputs

BModelParticleSpawner:
TurnOn
Turn on.
TurnOff
Turn off.

Outputs

See also