Info particle system: Difference between revisions
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{{lang|Info particle system}} | |||
{{base point|info_particle_system|since=Source 2007}} It dispatches and offers some control over a specified [[particle system]]. | {{base point|info_particle_system|since=Source 2007}} It dispatches and offers some control over a specified [[particle system]]. | ||
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{{KV|Flag as Weather?|intn=flag_as_weather|bool|Is this particle system going to be used as a weather effect? If so the particle system will not be rendered if the user has disabled weather effects.|since=2009}} | {{KV|Flag as Weather?|intn=flag_as_weather|bool|Is this particle system going to be used as a weather effect? If so the particle system will not be rendered if the user has disabled weather effects.|since=2009}} | ||
{{KV|Render in front?|intn=render_in_front|bool|Hack to allow particles to render in front of everything else.|only={{l4d2}}}} | {{KV|Render in front?|intn=render_in_front|bool|Hack to allow particles to render in front of everything else.|only={{l4d2}}}} | ||
{{KV|Control Point 1|to=Control Point 63|intn=cpoint1|intn2=cpoint63|targetname|Parents a [[Control Point (particles)|control point]] to the given entity's origin. If any value is left blank all those following it will be ignored. {{tip|Control point 0(1) is the origin of the info_particle_system itself.}} {{note|Because the control point is configured on the client, the entity you specify must exist there. This means that most invisible entities (info_target is an exception, as it has the "Transmit to client" spawnflag) ''will not work''. Your best bet is an info_particle_system, e.g. itself or another one with blank particle name.}}}} | {{KV|Control Point 1|to=Control Point 63|intn=cpoint1|intn2=cpoint63|targetname|Parents a [[Control Point (particles)|control point]] to the given entity's origin. If any value is left blank all those following it will be ignored. {{tip|Control point 0(1) is the origin of the <code>info_particle_system</code> itself.}} {{note|Because the control point is configured on the client, the entity you specify must exist there. This means that most invisible entities (info_target is an exception, as it has the "Transmit to client" spawnflag) ''will not work''. Your best bet is an info_particle_system, e.g. itself or another one with blank particle name.}}}} | ||
{{KV|Control Point 1's Parent|to=Control Point 7's Parent|intn=cpoint1_parent|intn2=cpoint7_parent|int|The control point to act as a [[parent]] to this one.}} | {{KV|Control Point 1's Parent|to=Control Point 7's Parent|intn=cpoint1_parent|intn2=cpoint7_parent|int|The control point to act as a [[parent]] to this one.}} | ||
{{KV | {{KV BaseEntity}} | ||
==Inputs== | ==Inputs== | ||
{{IO|Start | {{IO|Start}} | ||
{{IO|Stop|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.}}}} | |||
{{IO|DestroyImmediately|Particle System disappears immediately instead of fading out|since=p2|also=mapbase}} | {{IO|DestroyImmediately|Particle System disappears immediately instead of fading out|since=p2|also=mapbase}} | ||
{{IO|StopPlayEndCap|Seems to be the same as stop|since=P2}} | {{IO|StopPlayEndCap|Seems to be the same as stop|since=P2}} | ||
{{I BaseEntity}} | |||
{{I | |||
}} | |||
==Outputs== | ==Outputs== | ||
{{O | {{O BaseEntity|l4d=1}} | ||
== See | == See Also == | ||
* [[:Category:Particle Effects]] | * [[:Category:Particle Effects]] | ||
* [[:Category:Particle System]]. | * [[:Category:Particle System]]. | ||
[[Category:Particle System]] | [[Category:Particle System]] |
Revision as of 19:12, 4 May 2022


Template:Base point It dispatches and offers some control over a specified particle system.
Keyvalues
- Particle System Name (effect_name) <string>
- The name of the particle system to spawn. NOT the name of a PCF file!
- Start Active? (start_active) <boolean>
- Whether the particle system should begin as soon as the entity spawns.
- Flag as Weather? (flag_as_weather) <boolean> (in all games since
)
- Is this particle system going to be used as a weather effect? If so the particle system will not be rendered if the user has disabled weather effects.
- Render in front? (render_in_front) <boolean> (only in
)
- Hack to allow particles to render in front of everything else.
- Control Point 1 (cpoint1) to Control Point 63 (cpoint63) <targetname>
- Parents a control point to the given entity's origin. If any value is left blank all those following it will be ignored.
Tip:Control point 0(1) is the origin of the
info_particle_system
itself.Note:Because the control point is configured on the client, the entity you specify must exist there. This means that most invisible entities (info_target is an exception, as it has the "Transmit to client" spawnflag) will not work. Your best bet is an info_particle_system, e.g. itself or another one with blank particle name.
- Control Point 1's Parent (cpoint1_parent) to Control Point 7's Parent (cpoint7_parent) <integer>
- The control point to act as a parent to this one.
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.
- DestroyImmediately (in all games since
) (also in
)
- Particle System disappears immediately instead of fading out
- StopPlayEndCap (in all games since
)
- Seems to be the same as stop