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A func_dustmotes in cs_militiaCounter-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.png Warning: This entity can cause CUtlLinkedList overflow client crashes in multiplayer! Use particles instead.
Note.png Note: This entity is affected by env_wind. The dustmotes can be carried through walls.
Note.png Note: The default material is particle/sparkles.vmt. It is normally extremely low-res, so consider overriding this .vmt for improved appearance.
Note.png 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 (SizeMin) <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 (SizeMax) <string>
Maximum size a dust mote should be.
Alpha (Alpha) <integer>
Transparency of the particles. 255 is fully opaque, 0 is invisible (won't render at all).
Affected By Wind (AffectedByWind) <boolean> (in all games since Counter-Strike: Global Offensive)
Sets if dust particles are affected by wind.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since 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 (thinkfunction) <string> (in all games since 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.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


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.
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



Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since 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> (in all games since 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.png 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.png 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> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since 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 Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.