Difference between revisions of "Particle System Properties"
m (Added descriptions for cull_* properties. The code is complex and not very documented, so I added To do: Verify) |
(→Properties: explained what view model effect is. perhaps my grammar could still use a bit of work) |
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; view model effect <code><[[bool]]></code> | ; view model effect <code><[[bool]]></code> | ||
− | * | + | * Makes this particle system and all of its children render in the [[viewmodel]]. Useful for effects such as first-person weapon muzzleflashes. |
[[Category: Particle System]] | [[Category: Particle System]] |
Revision as of 11:55, 9 November 2020
This article is a stub. You can help by adding to it. |
Properties are values that every particle system has without anything added to it.
Properties
- aggregation radius
<float>
- To do: Description needed.
- batch particle systems
<bool>
- To do: Description needed.
- bounding_box_max
<vector3>
- The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
- bounding_box_min
<vector3>
- The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
- color
<color>
- The default color for the particle system. The alpha value is ignored.
- control point to disable rendering
<int>
- Allows you to choose a control point that, if visible to the client, will disable rendering the particle system. The default value is -1 and will make it render everywhere.
- control point to only enable rendering
<int>
- The particle system will only be rendered if the given control point is visible to the player. The default value is -1 and will make it render everywhere.
- cull_control_point
<int>
- If the cheat ConVar
cl_particle_retire_cost
is not 0, the selected control point is used as the vector center to help calculate the size a particle takes up on a client's screen, compared to the maximum area when culling/retiring a particle system. To do: Verify
- cull_cost
<float>
- If the cheat ConVar
cl_particle_retire_cost
is not 0, then it is used as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled. To do: Verify
- cull_radius
<float>
- If the cheat ConVar
cl_particle_retire_cost
is not 0, then it is used (mostly) as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled. To do: Verify
- cull_replacement_definition
<string>
- If the cheat ConVar
cl_particle_retire_cost
is not 0 and when this particle system is culled/retired, it will be replaced with this one. To do: Verify
- draw through leafsystem
<bool>
- To do: Description needed.
- fallback max count
<int>
- To do: Description needed.
- fallback replacement definition
<string>
- To do: Description needed.
- freeze simulation after time
<float>
- Forces the particle system to freeze after the set amount of seconds.
- group id
<int>
- To do: Description needed.
- initial_particles
<int>
- The particle will spawn with a specific amount of particles. Similar to the emitter emit_instantaneously.
- material
<string>
- The material used for all particles in the system. If you are using multiple renderers they must share this material.
- max_particles
<int>
- The limit at which no new particles will be emitted until other particles are removed.
- maximum draw distance
<float>
- The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value.
- maximum sim tick rate
<float>
- To do: Description needed.
- maximum time step
<float>
- To do: Description needed.
- minimum CPU level
<int>
- To do: Description needed.
- minimum free particles to aggregate
<int>
- To do: Description needed.
- minimum GPU level
<int>
- To do: Description needed.
- minimum rendered frames
<int>
- To do: Description needed.
- minimum sim tick rate
<float>
- To do: Description needed.
- minimum simulation time step
<float>
- To do: Description needed.
- name
<string>
- This is the name of the specific particle system.
- normal
<vector3>
- To do: Description needed.
- preventNameBasedLookup
<bool>
- To do: Description needed.
- radius
<float>
- The default size of all the spawned particles.
- rotation
<float>
- The default rotation of the emitted particles.
- rotation_speed
<float>
- Default rotation speed.
- screen space effect
<bool>
- Whether or not the particle system is a screen effect.
- sequence_number
<int>
- To do: Description needed.
- sequence_number 1
<int>
- To do: Description needed.
- Sort particles
<bool>
- To do: Description needed.
- time to sleep when not drawn
<float>
- To do: Description needed.
- view model effect
<bool>
- Makes this particle system and all of its children render in the viewmodel. Useful for effects such as first-person weapon muzzleflashes.