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dota_world_particle_system

Point Entity

[TOOLTIP NEEDS IMPROVEMENT] Dota world particle system.

Keyvalues

  • Create Client-Only Entity (clientSideEntity) <Choices>

    • No
    • Yes
  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Particle System Name (effect_name) <ParticleSystem>

  • Start Active? (start_active) <Boolean>

  • Don't Save (no_save) <Boolean>

  • Particle Snapshot File (snapshot_file) <Resource>
    Name of .VSNAP (Particle Snapshot File) to be loaded and used by this particle system (e.g. 'smoke_snapshot1')

  • Particle Snapshot Node (snapshot_mesh) <NodeId>
    Id of a node in the map to be used to generate a particle snapshot, if specified Particle Snapshot File is ignored.

  • Data Control Point (-1 unused) (data_cp) <Integer>
    What controlpoint to set data on. -1 means this is not used.

  • Data Control Point Value (data_cp_value) <Vector>
    Data Control Point Value to set.

  • Tint Control Point (-1 unused) (tint_cp) <Integer>
    What controlpoint to set color on. -1 means this is not used.

  • Tint CP Color (tint_cp_color) <Color255>
    Color for the specified Control Point

  • Control Point 0 (cpoint0) <TargetDestination>
    If set, control point 0 of the effect will be at this entity's location. (Otherwise it is at the info_particle_system origin)

  • Control Point 1 (cpoint1) <TargetDestination>
    If set, control point 1 of the effect will be at this entity's location.

  • Control Point 2 (cpoint2) <TargetDestination>
    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 (cpoint3) <TargetDestination>
    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 (cpoint4) <TargetDestination>
    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 (cpoint5) <TargetDestination>
    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 (cpoint6) <TargetDestination>
    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 (cpoint7) <TargetDestination>
    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 (cpoint8) <TargetDestination>
    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 (cpoint9) <TargetDestination>
    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 (cpoint10) <TargetDestination>
    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 (cpoint11) <TargetDestination>
    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 (cpoint12) <TargetDestination>
    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 (cpoint13) <TargetDestination>
    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 (cpoint14) <TargetDestination>
    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 (cpoint15) <TargetDestination>
    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 (cpoint16) <TargetDestination>
    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 (cpoint17) <TargetDestination>
    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 (cpoint18) <TargetDestination>
    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 (cpoint19) <TargetDestination>
    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 (cpoint20) <TargetDestination>
    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 (cpoint21) <TargetDestination>
    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 (cpoint22) <TargetDestination>
    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 (cpoint23) <TargetDestination>
    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 (cpoint24) <TargetDestination>
    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 (cpoint25) <TargetDestination>
    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 (cpoint26) <TargetDestination>
    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 (cpoint27) <TargetDestination>
    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 (cpoint28) <TargetDestination>
    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 (cpoint29) <TargetDestination>
    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 (cpoint30) <TargetDestination>
    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 (cpoint31) <TargetDestination>
    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 (cpoint32) <TargetDestination>
    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 (cpoint33) <TargetDestination>
    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 (cpoint34) <TargetDestination>
    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 (cpoint35) <TargetDestination>
    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 (cpoint36) <TargetDestination>
    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 (cpoint37) <TargetDestination>
    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 (cpoint38) <TargetDestination>
    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 (cpoint39) <TargetDestination>
    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 (cpoint40) <TargetDestination>
    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 (cpoint41) <TargetDestination>
    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 (cpoint42) <TargetDestination>
    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 (cpoint43) <TargetDestination>
    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 (cpoint44) <TargetDestination>
    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 (cpoint45) <TargetDestination>
    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 (cpoint46) <TargetDestination>
    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 (cpoint47) <TargetDestination>
    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 (cpoint48) <TargetDestination>
    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 (cpoint49) <TargetDestination>
    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 (cpoint50) <TargetDestination>
    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 (cpoint51) <TargetDestination>
    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 (cpoint52) <TargetDestination>
    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 (cpoint53) <TargetDestination>
    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 (cpoint54) <TargetDestination>
    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 (cpoint55) <TargetDestination>
    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 (cpoint56) <TargetDestination>
    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 (cpoint57) <TargetDestination>
    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 (cpoint58) <TargetDestination>
    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 (cpoint59) <TargetDestination>
    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 (cpoint60) <TargetDestination>
    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 (cpoint61) <TargetDestination>
    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 (cpoint62) <TargetDestination>
    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 (cpoint63) <TargetDestination>
    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 (cpoint1_parent) <Integer>
    If set and nonzero, control point 1 of the effect will use this point for its parent.

  • Control Point 2's Parent (cpoint2_parent) <Integer>
    If set and nonzero, control point 2 of the effect will use this point for its parent.

  • Control Point 3's Parent (cpoint3_parent) <Integer>
    If set and nonzero, control point 3 of the effect will use this point for its parent.

  • Control Point 4's Parent (cpoint4_parent) <Integer>
    If set and nonzero, control point 4 of the effect will use this point for its parent.

  • Control Point 5's Parent (cpoint5_parent) <Integer>
    If set and nonzero, control point 5 of the effect will use this point for its parent.

  • Control Point 6's Parent (cpoint6_parent) <Integer>
    If set and nonzero, control point 6 of the effect will use this point for its parent.

  • Control Point 7's Parent (cpoint7_parent) <Integer>
    If set and nonzero, control point 7 of the effect will use this point for its parent.

  • Particle Type (dotaworldtype) <Choices>

    • Ambient Creature
    • Generic
    • Fluff
  • Show during day (showatday) <Choices>

    • No
    • Yes
  • Show at night (showatnight) <Choices>

    • No
    • Yes
  • Show in Fog of War (show_in_fog) <Boolean>

  • Show only during dynamic weather (show_during_dynamic_weather) <Choices>

    • No
    • Yes

Inputs

  • SetParent <TargetDestination>
    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.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). 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.

  • Start <Void>
    Tell the particle system to start emitting.

  • Stop <Void>
    Tell the particle system to stop emitting.

  • Freeze <Float>
    Tell the particle system to freeze, with optional transition time.

  • Thaw <Float>
    Tell the frozen particle system to unfreeze, with optional transition time.

  • 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.

  • SetControlPoint <String>
    Set a Control Point via format - CP: X Y Z

  • SetDataControlPointX <Float>
    Set X Component of Data Control Point

  • SetDataControlPointY <Float>
    Set Y Component of Data Control Point

  • SetDataControlPointZ <Float>
    Set Z Component of Data Control Point

Outputs

  • 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.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.