info_particle_system
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Class hierarchy |
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CParticleSystem |
particle_system.cpp |
info_particle_system
is a point entity available in all Source games since Source 2007. It dispatches and offers some control over a specified particle system.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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 )
- 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 )
- 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:Control point 0(1) is the origin of the
info_particle_system
itself.Note: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 )
- Note:Only CSGO ? Loads file "particles/%s.psf"
// Init from a DMX (.psf) file
CParticleSnapshot::UnserializeTodo: More info
Inputs
- Start
- Tell the particle system to start emitting. Note:To forcibly restart an effect, you must fire
Stop
first.Start
has no effect if the server thinks the system is already running.
- Stop
- Tell the particle system to stop emitting.
- DestroyImmediately (in all games since ) (also in )
- Particle system disappears immediately instead of fading out.
- Reset (only in ) !FGD
- Tell the particle system to restart.
- StopPlayEndCap (in all games since )
- Tells the particle system to stop emitting but also play its End Cap State
Note:This can be useful to fade out particles with long lifetimes, that otherwise wouldn't go away with the normal Stop.