Info particle system: Difference between revisions
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Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.
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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 | {{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 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.}}}} | ||
<br>{{KV|snapshot_file|intn=snapshot_file|string|{{note|Only CSGO ? Loads file {{font color|white|"particles/%s.psf"}}<br>{{font color|#D4FF00|// Init from a DMX (.psf) file}}<br>CParticleSnapshot::Unserialize}}{{todo|More info}}|only=CSGO}} | <br>{{KV|snapshot_file|intn=snapshot_file|string|{{note|Only CSGO ? Loads file {{font color|white|"particles/%s.psf"}}<br>{{font color|#D4FF00|// Init from a DMX (.psf) file}}<br>CParticleSnapshot::Unserialize}}{{todo|More info}}|only=CSGO}} |
Revision as of 16:23, 29 March 2025


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CParticleSystem |
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info_particle_system
is a point entity available in all Source games since
Source 2007. It dispatches and offers some control over a specified particle system.
Keyvalues
- 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
- 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 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.
- snapshot_file (snapshot_file) <string> (only in
)
Note:Only CSGO ? Loads file "particles/%s.psf"
// Init from a DMX (.psf) file
CParticleSnapshot::UnserializeTodo: More info
Inputs
- Start
- Tell the particle system to start 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.
- Stop
- Tell the particle system to stop emitting.
- DestroyImmediately (in all games since
) (also in
)
- Particle system disappears immediately instead of fading out.
- Reset (only in
) !FGD
- Tell the particle system to restart.
- StopPlayEndCap (in all games since
)
- Tells the particle system to stop emitting but also play its End Cap State
