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
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_dustcloudwill 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
- 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
- Maximum size a dust mote should be.
- Transparency of the particles. 255 is fully opaque, 0 is invisible (won't render at all).
- Affected By Wind
- Sets if dust particles are affected by wind.
- Entity Scripts
- 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
- 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
- Suspend spawning particles after spawning ? Default value is 0
- 0: No
- 1: Yes
- Particle Color (R G B)
- Color of the particles.
- Particle Per Second
- Number of particles to spawn, per second.
- Maximum Particle Speed
- Maximum speed that the particles can move after spawning.
- Minimum Particle Lifetime
- Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'.
- Maximum Particle Lifetime
- Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this.
- Maximum Visible Distance
- Maximum distance at which particles are visible. They fade to translucent at this distance.
- Spawn the number of particles in SpawnRate immediately, and then go inactive ? Default value is 0
- 0: No
- 1: Yes
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Turn on.
- Turn off.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.