info_particle_system
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CParticleSystem |
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info_particle_system
is an e0 available in all Source games since
Source 2007. 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.
{{KV|Render in front?|intn=render_in_front|bool|Hack to allow particles to render in front of everything else.|only=
{{KV|Control Point 1|to=Control Point 63|intn=cpoint1|intn2=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.

info_particle_system
itself.
- 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
- 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
{{IO|Stop|Tell the particle system to start/stop emitting.

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
)
- Tells the particle system to stop emitting but also play its End Cap State
