Info particle system
		
		
		
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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 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.
Inputs
- Start
- Stop
- Tell the particle system to start/stop 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.
- DestroyImmediately   (in all games since  ) (also in ) (also in ) )
- Particle System disappears immediately instead of fading out
- StopPlayEndCap   (in all games since  ) )
- Seems to be the same as stop























