Control Point (particles)
Control Points are used to pass data into and between particle systems. A system can have up to 64, each of which can store the following:
- An attachment type
- An attachment point
- An origin
- A matrix (usually for rotation)
- An associated entity
The meanings of these values are flexible however, and "cheats" such storing an RGB colour in the origin value are supported.
Particle systems inherit the control points of their parents.
vecOrigin
) and 1 (vecStart
) are defined when dispatching from the server. Be aware of this when choosing which CPs to use in your system.Defining
Within a particle system
Use one of these Operators:
- Set Control Point Positions
- Set Control Point To Particles' Center
- Set Control Point To Player
- Set child control points from particle positions
- Movement Match Particle Velocities
In a map
Fill in the fields of the info particle system used to spawn the system. CP0 is the origin of the entity.
In code
See Particles In Code#Control points.
In a QC
However, see the Position on Model Random initializer.
Mapping to other values
Mapping functions
- Operators
- Remap Control Point to Scalar
- Remap Distance to Control Point to Scalar
- Remap Distance Between Two Control Points to Scalar
- Initializers
- Remap Control Point to Vector Note:There is no 'CP to Vector' operator, just this initializer. The reasons for this omission are not clear.
- Remap Control Point to Scalar
- Remap Initial Distance to Control Point to Scalar
Potential targets
- Scalar
- Lifespan
- Creation time
- Radius
- Roll speed
- Alpha
- Alpha alternate
- Sequence number
- Sequence number 1
- Trail length
- Particle ID
- Yaw
- Vector
- Position
- Roll
- RGB Colour (normalised)
Other
These sample values from CPs rather than remapping their literal values:
Spawning children at control points
By default, child systems spawn at their parent's origin. To change this, use one of the "Position" Initializers with a reference to the appropriate CP number.