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info_particle_system

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... Icon-Important.png
class hierarchy
CParticleSystem defined in particle_system.cpp
CBaseEntity

info_particle_system is a point entity available in all Source Source games since Source 2007 Source 2007. It dispatches and offers some control over a specified particle system.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Particle System Name (effect_name) <string>
The name of the particle system to spawn. NOT the name of a PCF file!
Start Active? (start_active) <boolean>
Whether the particle system should begin as soon as the entity spawns.
Flag as Weather? (flag_as_weather) <boolean> (in all games since Source 2009)
Is this particle system going to be used as a weather effect? If so the particle system will not be rendered if the user has disabled weather effects.
Render in front? (render_in_front) <boolean> (only in Left 4 Dead 2)
Hack to allow particles to render in front of everything else.
Control Point 1 (cpoint1) to Control Point 63 (cpoint63) <targetname>
Parents a control point to the given entity's origin. If any value is left blank all those following it will be ignored.
Tip.pngTip:Control point 0(1) is the origin of the info_particle_system itself.
Note.pngNote:Because the control point is configured on the client, the entity you specify must exist there. This means that most invisible entities (info_target is an exception, as it has the "Transmit to client" spawnflag) will not work. Your best bet is an info_particle_system, e.g. itself or another one with blank particle name.
Control Point 1's Parent (cpoint1_parent) to Control Point 7's Parent (cpoint7_parent) <integer>
The control point to act as a parent to this one.


snapshot_file (snapshot_file) <string> (only in Counter-Strike: Global Offensive)
Note.pngNote:Only CSGO ? Loads file "particles/%s.psf"
// Init from a DMX (.psf) file
CParticleSnapshot::Unserialize
Blank image.pngTodo: More info

Inputs

Start
Stop
Tell the particle system to start/stop emitting.
Note.pngNote:To forcibly restart an effect, you must fire Stop first. Start has no effect if the server thinks the system is already running.
DestroyImmediately  (in all games since Portal 2) (also in Mapbase)
Particle System disappears immediately instead of fading out
StopPlayEndCap  (in all games since Portal 2)
Tells the particle system to stop emitting but also play its End Cap State
Note.pngNote:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.

See also