info_particle_system
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| C++ Class hierarchy |
|---|
| CParticleSystem |
| C++ particle_system.cpp |
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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
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.
- 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 subsequent values will be ignored. Tip.pngTip:Control point 0 is the origin of the
info_particle_systemitself.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.
- Flag as Weather? (flag_as_weather) <boolean> (not in Left 4 Dead series Left 4 Dead series Alien Swarm Portal 2 Counter-Strike: Global Offensive )
- 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.
- 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::UnserializeTodo: More info
(削除) Render in front? (render_in_front) <boolean> (削除ここまで)(only in Left 4 Dead 2 ) Obsolete- Deprecated.
(削除) Hack to allow particles to render in front of everything else. (削除ここまで)Doesn't exist, left over in fgd
Inputs
- Start
- Tell the particle system to start emitting. Note.pngNote:To forcibly restart an effect, you must fire
Stopfirst.Starthas no effect if the server thinks the system is already running.
- Stop
- Tell the particle system to stop emitting.
- DestroyImmediately (in all games since Portal 2 ) (also in Black Mesa Mapbase )
- Particle system disappears immediately instead of fading out.
- Reset (only in Black Mesa ) !FGD
- Tell the particle system to restart.
- 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.