POINT
info_particle_system
An entity that spawns a particle system built using the particle editor.
KeyValues
Particle System Name <particlesystem>
No description provided.
Start Active? <boolean> = No
No description provided.
Control Point 1 <target_destination>
If set, control point 1 of the effect will be at this entity's location.
Control Point 2 <target_destination>
If set, control point 2 of the effect will be at this entity's location. If control point 1 is not set, this will be ignored.
Control Point 3 <target_destination>
If set, control point 3 of the effect will be at this entity's location. If control point 2 is not set, this will be ignored.
Control Point 4 <target_destination>
If set, control point 4 of the effect will be at this entity's location. If control point 3 is not set, this will be ignored.
Control Point 5 <target_destination>
If set, control point 5 of the effect will be at this entity's location. If control point 4 is not set, this will be ignored.
Control Point 6 <target_destination>
If set, control point 6 of the effect will be at this entity's location. If control point 5 is not set, this will be ignored.
Control Point 7 <target_destination>
If set, control point 7 of the effect will be at this entity's location. If control point 6 is not set, this will be ignored.
Control Point 8 <target_destination>
If set, control point 8 of the effect will be at this entity's location. If control point 7 is not set, this will be ignored.
Control Point 9 <target_destination>
If set, control point 9 of the effect will be at this entity's location. If control point 8 is not set, this will be ignored.
Control Point 10 <target_destination>
If set, control point 10 of the effect will be at this entity's location. If control point 9 is not set, this will be ignored.
Control Point 11 <target_destination>
If set, control point 11 of the effect will be at this entity's location. If control point 10 is not set, this will be ignored.
Control Point 12 <target_destination>
If set, control point 12 of the effect will be at this entity's location. If control point 11 is not set, this will be ignored.
Control Point 13 <target_destination>
If set, control point 13 of the effect will be at this entity's location. If control point 12 is not set, this will be ignored.
Control Point 14 <target_destination>
If set, control point 14 of the effect will be at this entity's location. If control point 13 is not set, this will be ignored.
Control Point 15 <target_destination>
If set, control point 15 of the effect will be at this entity's location. If control point 14 is not set, this will be ignored.
Control Point 16 <target_destination>
If set, control point 16 of the effect will be at this entity's location. If control point 15 is not set, this will be ignored.
Control Point 17 <target_destination>
If set, control point 17 of the effect will be at this entity's location. If control point 16 is not set, this will be ignored.
Control Point 18 <target_destination>
If set, control point 18 of the effect will be at this entity's location. If control point 17 is not set, this will be ignored.
Control Point 19 <target_destination>
If set, control point 19 of the effect will be at this entity's location. If control point 18 is not set, this will be ignored.
Control Point 20 <target_destination>
If set, control point 20 of the effect will be at this entity's location. If control point 19 is not set, this will be ignored.
Control Point 21 <target_destination>
If set, control point 21 of the effect will be at this entity's location. If control point 10 is not set, this will be ignored.
Control Point 22 <target_destination>
If set, control point 22 of the effect will be at this entity's location. If control point 21 is not set, this will be ignored.
Control Point 23 <target_destination>
If set, control point 23 of the effect will be at this entity's location. If control point 22 is not set, this will be ignored.
Control Point 24 <target_destination>
If set, control point 24 of the effect will be at this entity's location. If control point 23 is not set, this will be ignored.
Control Point 25 <target_destination>
If set, control point 25 of the effect will be at this entity's location. If control point 24 is not set, this will be ignored.
Control Point 26 <target_destination>
If set, control point 26 of the effect will be at this entity's location. If control point 25 is not set, this will be ignored.
Control Point 27 <target_destination>
If set, control point 27 of the effect will be at this entity's location. If control point 26 is not set, this will be ignored.
Control Point 28 <target_destination>
If set, control point 28 of the effect will be at this entity's location. If control point 27 is not set, this will be ignored.
Control Point 29 <target_destination>
If set, control point 29 of the effect will be at this entity's location. If control point 28 is not set, this will be ignored.
Control Point 30 <target_destination>
If set, control point 30 of the effect will be at this entity's location. If control point 29 is not set, this will be ignored.
Control Point 31 <target_destination>
If set, control point 31 of the effect will be at this entity's location. If control point 30 is not set, this will be ignored.
Control Point 32 <target_destination>
If set, control point 32 of the effect will be at this entity's location. If control point 31 is not set, this will be ignored.
Control Point 33 <target_destination>
If set, control point 33 of the effect will be at this entity's location. If control point 32 is not set, this will be ignored.
Control Point 34 <target_destination>
If set, control point 34 of the effect will be at this entity's location. If control point 33 is not set, this will be ignored.
Control Point 35 <target_destination>
If set, control point 35 of the effect will be at this entity's location. If control point 34 is not set, this will be ignored.
Control Point 36 <target_destination>
If set, control point 36 of the effect will be at this entity's location. If control point 35 is not set, this will be ignored.
Control Point 37 <target_destination>
If set, control point 37 of the effect will be at this entity's location. If control point 36 is not set, this will be ignored.
Control Point 38 <target_destination>
If set, control point 38 of the effect will be at this entity's location. If control point 37 is not set, this will be ignored.
Control Point 39 <target_destination>
If set, control point 39 of the effect will be at this entity's location. If control point 38 is not set, this will be ignored.
Control Point 40 <target_destination>
If set, control point 40 of the effect will be at this entity's location. If control point 39 is not set, this will be ignored.
Control Point 41 <target_destination>
If set, control point 41 of the effect will be at this entity's location. If control point 40 is not set, this will be ignored.
Control Point 42 <target_destination>
If set, control point 42 of the effect will be at this entity's location. If control point 41 is not set, this will be ignored.
Control Point 43 <target_destination>
If set, control point 43 of the effect will be at this entity's location. If control point 42 is not set, this will be ignored.
Control Point 44 <target_destination>
If set, control point 44 of the effect will be at this entity's location. If control point 43 is not set, this will be ignored.
Control Point 45 <target_destination>
If set, control point 45 of the effect will be at this entity's location. If control point 44 is not set, this will be ignored.
Control Point 46 <target_destination>
If set, control point 46 of the effect will be at this entity's location. If control point 45 is not set, this will be ignored.
Control Point 47 <target_destination>
If set, control point 47 of the effect will be at this entity's location. If control point 46 is not set, this will be ignored.
Control Point 48 <target_destination>
If set, control point 48 of the effect will be at this entity's location. If control point 47 is not set, this will be ignored.
Control Point 49 <target_destination>
If set, control point 49 of the effect will be at this entity's location. If control point 48 is not set, this will be ignored.
Control Point 50 <target_destination>
If set, control point 50 of the effect will be at this entity's location. If control point 49 is not set, this will be ignored.
Control Point 51 <target_destination>
If set, control point 51 of the effect will be at this entity's location. If control point 50 is not set, this will be ignored.
Control Point 52 <target_destination>
If set, control point 52 of the effect will be at this entity's location. If control point 51 is not set, this will be ignored.
Control Point 53 <target_destination>
If set, control point 53 of the effect will be at this entity's location. If control point 52 is not set, this will be ignored.
Control Point 54 <target_destination>
If set, control point 54 of the effect will be at this entity's location. If control point 53 is not set, this will be ignored.
Control Point 55 <target_destination>
If set, control point 55 of the effect will be at this entity's location. If control point 54 is not set, this will be ignored.
Control Point 56 <target_destination>
If set, control point 56 of the effect will be at this entity's location. If control point 55 is not set, this will be ignored.
Control Point 57 <target_destination>
If set, control point 57 of the effect will be at this entity's location. If control point 56 is not set, this will be ignored.
Control Point 58 <target_destination>
If set, control point 58 of the effect will be at this entity's location. If control point 57 is not set, this will be ignored.
Control Point 59 <target_destination>
If set, control point 59 of the effect will be at this entity's location. If control point 58 is not set, this will be ignored.
Control Point 60 <target_destination>
If set, control point 60 of the effect will be at this entity's location. If control point 59 is not set, this will be ignored.
Control Point 61 <target_destination>
If set, control point 61 of the effect will be at this entity's location. If control point 60 is not set, this will be ignored.
Control Point 62 <target_destination>
If set, control point 62 of the effect will be at this entity's location. If control point 61 is not set, this will be ignored.
Control Point 63 <target_destination>
If set, control point 63 of the effect will be at this entity's location. If control point 62 is not set, this will be ignored.
Control Point 1's Parent <integer> = 0
If set and nonzero, control point 1 of the effect will use this control point for its parent.
Control Point 2's Parent <integer> = 0
If set and nonzero, control point 2 of the effect will use this control point for its parent.
Control Point 3's Parent <integer> = 0
If set and nonzero, control point 3 of the effect will use this control point for its parent.
Control Point 4's Parent <integer> = 0
If set and nonzero, control point 4 of the effect will use this control point for its parent.
Control Point 5's Parent <integer> = 0
If set and nonzero, control point 5 of the effect will use this control point for its parent.
Control Point 6's Parent <integer> = 0
If set and nonzero, control point 6 of the effect will use this control point for its parent.
Control Point 7's Parent <integer> = 0
If set and nonzero, control point 7 of the effect will use this control point for its parent.
Inherited from BaseEntityPoint
Name <target_source>
The name that other entities refer to this entity by.
Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Pitch Yaw Roll (X Y Z) <angle> = 0 0 0
This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.
Parent <target_destination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.
Inherited from Reflection
Render in Fast Reflections <boolean> = No
If enabled, causes this entity/prop to to render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
Inputs
Start <void>
Tell the particle system to start emitting.
Stop <void>
Tell the particle system to stop emitting.
StopPlayEndCap <void>
Tell the particle system to stop emitting and play its End Cap Effect.
DestroyImmediately <void>
Destroy the particle system and remove all particles immediately.
Inherited from BaseEntityPoint
Kill <void>
Removes this entity from the world.
KillHierarchy <void>
Removes this entity and all its children from the world.
SetParent <target_destination>
Changes the entity's parent in the movement hierarchy.
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset <string>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent <void>
Removes this entity from the the movement hierarchy, leaving it free to move independently.
SetLocalAngles <vector>
Sets the rotation of the entity relative to the parent's rotation.
SetLocalOrigin <vector>
Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.
SetAbsAngles <vector>
Set this entity's angles, always relative to the world origin.
AddOutput <string>
Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.
FireUser1 <void>
Causes this entity's OnUser1 output to be fired.
FireUser2 <void>
Causes this entity's OnUser2 output to be fired.
FireUser3 <void>
Causes this entity's OnUser3 output to be fired.
FireUser4 <void>
Causes this entity's OnUser4 output to be fired.
Use <void>
More or less replicates the player interacting with an entity. (+USE)
PassUser1 <string>
Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.
PassUser2 <string>
Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.
PassUser3 <string>
Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.
PassUser4 <string>
Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.
FireRandomUser <void>
Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
PassRandomUser <string>
Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.
KillIfNotVisible <void>
Removes this entity if it is not in a player's viewcone.
KillWhenNotVisible <void>
Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.
FireOutput <string>
Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.
RemoveOutput <string>
Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.
AcceptInput <string>
Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.
CancelPending <void>
Cancels any events fired by this entity that are currently pending in the I/O event queue.
FreeChildren <void>
Unparents all direct children of this entity.
SetLocalVelocity <vector>
Sets this entity's current velocity.
SetLocalAngularVelocity <vector>
Sets this entity's current angular velocity.
AddSpawnFlags <integer>
Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
RemoveSpawnFlags <integer>
Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
AddSolidFlags <integer>
Adds solid flags to this entity.
RemoveSolidFlags <integer>
Removes solid flags from this entity.
ChangeVariable <string>
Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.
SetHealth <integer>
Sets this entity's health.
AddHealth <integer>
Adds to this entity's health.
RemoveHealth <integer>
Removes from this entity's health.
SetMaxHealth <integer>
Sets this entity's max health.
SetEntityName <target_destination>
Sets this entity's name that other entities should refer to it by.
SetTarget <target_destination>
Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.
SetOwnerEntity <target_destination>
Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.
SetThinkNull <void>
Sets this entity's general think function to null. Behavior varies from entity to entity..
Touch <target_destination>
Simulates this entity touching the specified entity.
Inherited from Reflection
DisableDrawInFastReflection <void>
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection <void>
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
Outputs
Inherited from BaseEntityPoint
OnUser1 <void>
Fired in response to FireUser1 input.
OnUser2 <void>
Fired in response to FireUser2 input.
OnUser3 <void>
Fired in response to FireUser3 input.
OnUser4 <void>
Fired in response to FireUser4 input.
OutUser1 <string>
Fires in response to PassUser1 input, with the parameter passed through unchanged.
OutUser2 <string>
Fires in response to PassUser2 input, with the parameter passed through unchanged.
OutUser3 <string>
Fires in response to PassUser3 input, with the parameter passed through unchanged.
OutUser4 <string>
Fires in response to PassUser4 input, with the parameter passed through unchanged.