Func dustmotes: Difference between revisions
Jump to navigation
Jump to search
Warning:This entity can cause CUtlLinkedList overflow client crashes in multiplayer! Use particles instead.
Tip:This entity is affected by env_wind.
Note:The default material is
Note:This entity is functionally identical to
Note:Fourth number effects transparency after reload.
(engrish pls) |
No edit summary |
||
Line 1: | Line 1: | ||
[[File:Func_dustmotes_example_css.jpg|thumb|right|260px|A <code>func_dustmotes</code> in <code>cs_militia</code>{{css}}.]] | [[File:Func_dustmotes_example_css.jpg|thumb|right|260px|A <code>func_dustmotes</code> in <code>cs_militia</code>{{css}}.]] | ||
{{base brush|func_dustmotes}} It spawns sparkling dust motes within its volume. Use the [[tool textures#trigger|trigger]] texture with this entity. The [[tool textures#nodraw|nodraw]] texture can also be used, but not recommended.{{sfx_brush}} | {{base brush|func_dustmotes}} It spawns sparkling dust motes within its volume. Use the [[tool textures#trigger|trigger]] texture with this entity. The [[tool textures#nodraw|nodraw]] texture can also be used, but not recommended.{{sfx_brush}} | ||
{{warning|This entity can cause CUtlLinkedList overflow client crashes in multiplayer! Use particles instead.}} | |||
{{tip|This entity is affected by {{ent|env_wind}}.}} | {{tip|This entity is affected by {{ent|env_wind}}.}} |
Revision as of 05:02, 5 May 2019
Template:Base brush It spawns sparkling dust motes within its volume. Use the trigger texture with this entity. The nodraw texture can also be used, but not recommended.



particle/sparkles.vmt
. It is normally extremely low-res, so consider overriding this .vmt for improved appearance.
func_dustcloud
except that the size of sprites created by func_dustcloud
will scale realistically depending on the viewing distance, and ones created by this entity will always take up the same amount of screen space regardless of viewing distance.Keyvalues
- Minimum Particle Size ([todo internal name (i)]) <string>
- Minimum size a dust mote should be. The units aren't exactly clear, but 100 is the highest you should probably be going.
- Alpha ([todo internal name (i)]) <integer>
- Transparency of the particles. 255 is fully opaque, 0 is invisible (won't render at all).
- Affected By Wind (AffectedByWind) ([todo internal name (i)]) <boolean> (in all games since
)
- Sets if dust particles are affected by wind.
- 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
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.

- 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.