func_dustcloud
func_dustcloud
is a brush entity available in all Source games. It spawns randomly-sized dust particles within its volume. Use the trigger texture with this entity. The nodraw texture can also be used, but not recommended.
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_dustmotes
except that the size of sprites created by this entity will scale realistically depending on the viewing distance, and ones created by func_dustmotes
will always take up the same amount of screen space regardless of viewing distance.Keyvalues
- Alpha
(Alpha)
<integer> - Transparency of the particles. 0 means that they are invisible, 255 means opaque.
- Minimum Particle Size
(SizeMin)
<string> - This value determines the minimum size the particles can be.
- Maximum Particle Size
(SizeMax)
<string> - This value determines the maximum size the particles can be.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
BModelParticleSpawner:
- Start Disabled
(StartDisabled)
<choices> - Suspend spawning particles after spawning ? Default value is 0
- 0: No
- 1: Yes
- Particle Color (R G B)
(Color)
<color255> - Color of the particles.
- Particle Per Second
(SpawnRate)
<integer> - Number of particles to spawn, per second.
Note:Fourth number effects transparency after reload.
- Maximum Particle Speed
(SpeedMax)
<string> - Maximum speed that the particles can move after spawning.
- Minimum Particle Lifetime
(LifetimeMin)
<string> - Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'.
- Maximum Particle Lifetime
(LifetimeMax)
<string> - Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this.
- Maximum Visible Distance
(DistMax)
<integer> - Maximum distance at which particles are visible. They fade to translucent at this distance.
- Frozen
(Frozen)
<choices> - Spawn the number of particles in SpawnRate immediately, and then go inactive ? Default value is 0
- 0: No
- 1: Yes
Inputs
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !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.
BModelParticleSpawner:
TurnOn
- Turn on.
TurnOff
- Turn off.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
- Dust, Fog & Smoke
- Wind and Dust - example VMF w/ explanation