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path_particle_rope

Point Entity

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.

  • Particle System Name (effect_name) <ParticleSystem>

  • Start Active (start_active) <Boolean>
    Will the particle system be visible on spawn

  • Max Time To Simulate (max_simulation_time) <Float>
    Max number of seconds to run the particle simulation for. A value of 0 means run the simulation indefinitely.

  • Spacing (particle_spacing) <Float>
    Units between the individual partcles in the rope simulation.

  • Slack (slack) <Float>
    Controls the amount the rope will drop between path nodes. Generally between 0.0 and 1.0, the value is a multiplier on the distance that particles on path can seperate relative to their initial distance.

  • Radius (radius) <Float>
    Radius of the rope.

  • Create Static Collision (static_collision) <Boolean>
    Create a static physics representation of the path. Note the collision is generated based on the path, movement applied by the particle system will not be included.

  • Surface Properties (surface_properties) <SurfaceProperties>
    Surface properties to apply to the static collision if generated

  • Color Tint (color_tint) <Color255>

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.

  • 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.

  • SetRadius <Float>
    Set the radius parameter provided the particle system

  • SetSlack <Float>
    Set the slack parameter which may be used by the particle system to determine how much the rope droops.

  • DisablePin <String>
    Disable the contraint which pins a particle to the specified path node.

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.