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A func_dustmotes in cs_militia<Counter-Strike: Source>.

func_dustmotes is a brush entity available in all Source games. It spawns sparkling dust motes within its volume. Use the trigger texture with this entity. The nodraw texture can also be used, but not recommended.

Warning: This entity can cause CUtlLinkedList overflow client crashes in multiplayer! Use particles instead.

Tip:This entity is affected by env_wind.
Note:The default material is particle/sparkles.vmt. It is normally extremely low-res, so consider overriding this .vmt for improved appearance.
Note:This entity is functionally identical to func_dustcloud except that the size of sprites created by func_dustcloud will scale realistically depending on the viewing distance, and ones created by this entity will always take up the same amount of screen space regardless of viewing distance.


Minimum Particle Size <string>
Minimum size a dust mote should be. The units aren't exactly clear, but 100 is the highest you should probably be going.
Maximum Particle Size <string>
Maximum size a dust mote should be.
Alpha <integer>
Transparency of the particles. 255 is fully opaque, 0 is invisible (won't render at all).
Affected By Wind (AffectedByWind) <boolean> (New with Counter-Strike: Global Offensive)
Sets if dust particles are affected by wind.


Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


Start Disabled <boolean>
Don't create particles when spawned.
Particle Color (R G B) <color255>
Color of the particles.
Particle Per Second <integer>
Number of particles to spawn, per second.
Maximum Particle Speed <string>
Maximum speed that the particles can move after spawning.
Minimum Particle Lifetime <string>
Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'.
Maximum Particle Lifetime <string>
Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this.
Maximum Visible Distance <integer>
Maximum distance at which particles are visible. They fade to translucent at this distance.
Frozen <boolean>
When set, this entity spawns the number of particles in SpawnRate immediately, and then goes inactive.



Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.


Turn on.
Turn off.



OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.