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info_particle_system

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C++ Class hierarchy
CParticleSystem
CBaseEntity
C++ particle_system.cpp

info_particle_system is an e0 available in all Source Source games since Source 2007 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 Source 2009)
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=Left 4 Dead 2

{{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.

Tip.pngTip:Control point 0(1) is the origin of the info_particle_system itself.
Note.pngNote: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 Counter-Strike: Global Offensive)
Note.pngNote:Only CSGO ? Loads file "particles/%s.psf"
// Init from a DMX (.psf) file
CParticleSnapshot::Unserialize
Todo: 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 or target).
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.

Note.pngNote: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 Portal 2) (also in Mapbase)
Particle System disappears immediately instead of fading out
StopPlayEndCap  (in all games since Portal 2)
Tells the particle system to stop emitting but also play its End Cap State
Note.pngNote:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.

See Also