info_particle_system
		
		
		
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|  Class hierarchy | 
|---|
| CParticleSystem | 
|  particle_system.cpp | 
info_particle_system  is an   e0  available in all  Source games since
 Source games since  Source 2007. It dispatches and offers some control over a specified particle system.
 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. parentnameortarget).
 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(1) is the origin of the Tip:Control point 0(1) is the origin of theinfo_particle_systemitself. 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. 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" 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 Note:To forcibly restart an effect, you must fireStopfirst.Starthas 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 ) (also in  ) )
- Particle system disappears immediately instead of fading out.
- Reset   (only in  ) !FGD ) !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
 Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.
Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.























