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info_hlvr_offscreen_particle_texture

info_hlvr_offscreen_particle_texture icon

Point Entity

Offscreen Particle Texture

Keyvalues

  • 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.

  • Start Disabled (StartDisabled) <Boolean>

  • Offscreen effect (effect_name) <ParticleSystem>

  • Control Point A (control_point_a_index) <Integer>
    Index of Control Point A (-1 to disable)

  • Input A Remap (input_a_remap) <Choices>

    • Gain & Bias: Out = In * S + T
    • Gamma: Out = pow( In, S )
    • Smoothstep: Out = smoothstep(S, T, In)
  • Remap Param S (input_a_remap_param_s) <Float>
    Parameter S for Input A Remapping

  • Remap Param T (input_a_remap_param_t) <Float>
    Parameter T for Input A Remapping

  • Control Point B (control_point_b_index) <Integer>
    Index of Control Point B (-1 to disable)

  • Input B Remap (input_b_remap) <Choices>

    • Gain & Bias: Out = In * S + T
    • Gamma: Out = pow( In, S )
    • Smoothstep: Out = smoothstep(S, T, In)
  • Remap Param S (input_b_remap_param_s) <Float>
    Parameter S for Input B Remapping

  • Remap Param T (input_b_remap_param_t) <Float>
    Parameter T for Input B Remapping

  • Control Point C (control_point_c_index) <Integer>
    Index of Control Point C (-1 to disable)

  • Input C Remap (input_c_remap) <Choices>

    • Gain & Bias: Out = In * S + T
    • Gamma: Out = pow( In, S )
    • Smoothstep: Out = smoothstep(S, T, In)
  • Remap Param S (input_c_remap_param_s) <Float>
    Parameter S for Input C Remapping

  • Remap Param T (input_c_remap_param_t) <Float>
    Parameter T for Input C Remapping

  • Control Point D (control_point_d_index) <Integer>
    Index of Control Point D (-1 to disable)

  • Input D Remap (input_d_remap) <Choices>

    • Gain & Bias: Out = In * S + T
    • Gamma: Out = pow( In, S )
    • Smoothstep: Out = smoothstep(S, T, In)
  • Remap Param S (input_d_remap_param_s) <Float>
    Parameter S for Input D Remapping

  • Remap Param T (input_d_remap_param_t) <Float>
    Parameter T for Input D Remapping

  • Target Entity (target_entity) <TargetDestination>
    Entity whose material should be overridden with this texture

  • Target material parameter (material_param) <String>
    Parameter of target entity material which should be overridden with this texture

  • Clear Color (R G B) (clear_color) <Color255>
    Clear color prior to particle system rendering

  • Texture resolution (texture_resolution) <Integer>
    Offscreen renderable texture resolution

  • Visible Range Check (visible_range_check) <Float>
    Distance in inches away from the local player that we disable this texture.

Inputs

  • 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.

  • 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.

  • Enable <Void>
    Enable offscreen particle rendering

  • Disable <Void>
    Disable offscreen particle rendering

  • SetControlPointA <Float>
    Set value of control point A (will be remapped by remapping function)

  • SetControlPointB <Float>
    Set value of control point B (will be remapped by remapping function)

  • SetControlPointC <Float>
    Set value of control point C (will be remapped by remapping function)

  • SetControlPointD <Float>
    Set value of control point D (will be remapped by remapping function)

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.