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-   -   TF2 Particles via TempEnts (https://forums.alliedmods.net/showthread.php?t=75102)

L. Duke 07-30-2008 12:09

TF2 Particles via TempEnts
 
Here is a function to show tempents particles. Note that many of them (like rockettrail_! and flamethrower, see this pic) will not turn themselves off, so you'll have to spawn a particle system entity to control those. This method seems to work well with enties that end by themselves (like achieved and crit_text).

Code:

TE_Particle(String:Name[],
            Float:origin[3]=NULL_VECTOR,
            Float:start[3]=NULL_VECTOR,
            Float:angles[3]=NULL_VECTOR,
            entindex=-1,
            attachtype=-1,
            attachpoint=-1,
            bool:resetParticles=true,
            Float:delay=0.0)
{
    // find string table
    new tblidx = FindStringTable("ParticleEffectNames");
    if (tblidx==INVALID_STRING_TABLE)
    {
        LogError("Could not find string table: ParticleEffectNames");
        return;
    }
   
    // find particle index
    new String:tmp[256];
    new count = GetStringTableNumStrings(tblidx);
    new stridx = INVALID_STRING_INDEX;
    new i;
    for (i=0; i<count; i++)
    {
        ReadStringTable(tblidx, i, tmp, sizeof(tmp));
        if (StrEqual(tmp, Name, false))
        {
            stridx = i;
            break;
        }
    }
    if (stridx==INVALID_STRING_INDEX)
    {
        LogError("Could not find particle: %s", Name);
        return;
    }
   
    TE_Start("TFParticleEffect");
    TE_WriteFloat("m_vecOrigin[0]", origin[0]);
    TE_WriteFloat("m_vecOrigin[1]", origin[1]);
    TE_WriteFloat("m_vecOrigin[2]", origin[2]);
    TE_WriteFloat("m_vecStart[0]", start[0]);
    TE_WriteFloat("m_vecStart[1]", start[1]);
    TE_WriteFloat("m_vecStart[2]", start[2]);
    TE_WriteVector("m_vecAngles", angles);
    TE_WriteNum("m_iParticleSystemIndex", stridx);
    if (entindex!=-1)
    {
        TE_WriteNum("entindex", entindex);
    }
    if (attachtype!=-1)
    {
        TE_WriteNum("m_iAttachType", attachtype);
    }
    if (attachpoint!=-1)
    {
        TE_WriteNum("m_iAttachmentPointIndex", attachpoint);
    }
    TE_WriteNum("m_bResetParticles", resetParticles ? 1 : 0);   
    TE_SendToAll(delay);
}

The standard particle names loaded in TF2 (there may be others on certain maps, but these seem to be loaded on all maps):
Code:

error
rockettrail_!
critical_rocket_blue
critical_rocket_bluesparks
critical_rocket_red
critical_rocket_redsparks
rockettrail_underwater
rockettrail_waterbubbles
sentry_rocket
sentry_rocket_burst
sentry_rocket_fire
rockettrail
flaregun_trail_blue
flaregun_trail_red
flaregun_trail_crit_red
flaregun_crit_red
flaregun_trail_crit_blue
teleporter_red_exit
teleporter_arms_circle_red
teleporter_red_entrance
teleporter_blue_entrance
teleporter_blue_exit
teleporter_arms_circle_blue
teleporter_blue_charged
teleporter_blue_charged_wisps
teleporter_red_charged
teleporter_blue_entrance_level2
teleporter_blue_entrance_level3
teleporter_blue_charged_level2
teleporter_blue_wisps_level2
teleporter_blue_charged_level3
teleporter_blue_wisps_level3
teleporter_blue_exit_level2
teleporter_blue_exit_level3
teleporter_red_charged_level2
teleporter_red_wisps_level2
teleporter_red_charged_level3
teleporter_red_wisps_level3
teleporter_red_entrance_level2
teleporter_red_entrance_level3
ExplosionCore_buildings
ExplosionCore_MidAir
Explosions_MA_Debris001
bday_blood
bday_1balloon
bday_bloodconfetti
bday_bloodconfetti2
ExplosionCore_Wall
ExplosionCore_Wall_underwater
bday_confetti
bday_confetti_colors
bday_balloon01
bday_balloon02
Explosions_MA_Dustup_2
ExplosionCore_MidAir_underwater
Explosions_UW_Debris001
ExplosionCore_sapperdestroyed
sapper_coreflash
sapper_debris
sapper_flash
sapper_flashup
sapper_flyingembers
sapper_smoke
player_recent_teleport_red
player_glowred
player_dripsred
player_recent_teleport_blue
player_drips_blue
player_sparkles_red
player_sparkles_blue
doublejump_puff
doublejump_smoke
deflect_fx
deflect_temp
rocketbackblast
rocketbackblastsparks
flamethrower
flamethrower_crit_red
flamethrower_crit_pilot_red
flamethrower_crit_red_glow
flamethrower_crit_red_sparks
flamethrower_underwater
pyrotaunt
pyrotaunt_flame
pyrotaunt_powerup
flamethrower_blue
flamethrower_crit_blue
pyro_blast
pyro_blast_lines
pyro_blast_warp
pyro_blast_flash
flaregun_destroyed
flaregun_destroyed_bits
burningplayer_corpse
burningplayer_corpseglow
burningplayer_blue
burningplayer_blueglow
burningplayer_red
burninggibs
blood_impact_red_01
blood_impact_red_01_chunk
blood_impact_red_01_smalldroplets
blood_spray_red_01
water_blood_impact_red_01
water_blood_impact_red_01_chunk
water_blood_impact_red_01_goop
blood_spray_red_01_far
lowV_blood_impact_red_01
lowV_smallerchunks
lowV_debrischunks
lowV_oildroplets
lowV_blood_spray_red_01
temp_blood_spray_red_01_far
temp_blood_spray_red_01
lowV_blood_spray_red_01_far
lowV_water_blood_impact_red_01
lowV_water_debris
lowV_water_bubbles
blood_trail_red_01_goop
blood_trail_red_01_droplets
muzzle_shotgun
muzzle_shotgun_flash
muzzle_grenadelauncher
muzzle_minigun
muzzle_minigun_starflash01
muzzle_minigun_core
muzzle_minigun_sparks
muzzle_minigun_smoke
muzzle_pistol
muzzle_scattergun
muzzle_smg
muzzle_smg_sparks
muzzle_revolver
muzzle_sniperrifle
muzzle_syringe
muzzle_sentry
muzzle_sentry2
muzzle_pipelauncher
muzzle_minigun_constant
muzzle_minigun_constant_core
muzzle_minigun_constant_flare
muzzle_minigun_constant_sparks
muzzle_minigun_constant_starflash
muzzle_minigun_constant_smoke
teleported_red
teleported_blue
teleportedin_red
teleportedin_blue
cig_smoke
cig_burn
crit_text
achieved
mini_fireworks
mini_firework_flare
dispenser_heal_red
dispenser_beam_red_pluses
dispenser_beam_red_trail
medicgun_beam_red_invun
medicgun_beam_red_invulnbright
medicgun_beam_red_invunglow
dispenser_heal_blue
dispenser_beam_blue_trail
medicgun_beam_blue_invun
medicgun_beam_blue_invunglow
medicgun_beam_blue_invulnbright
medicgun_invulnstatus_fullcharge_red
medicgun_invulnstatus_fullcharge_blue
medicgun_beam_blue
medicgun_beam_red
water_splash01
water_splash01_droplets
water_bulletsplash01
water_bulletsplash01_minigun
water_playerwake_static
water_playerwake_moving
water_playerdive
water_playerdive_bubbles
water_playeremerge
water_bulletsplash01_cheap
stickybombtrail_red
stickybombtrail_blue
critical_grenade_blue
critical_grenade_red
stickybomb_pulse_blue
stickybomb_pulse_red
pipebombtrail_red
pipebombtrail_blue
critical_pipe_red
critical_pipe_blue
buildingdamage_smoke2
sentrydamage_4
sentrydamage_3
sentrydamage_1
sentrydamage_2
tpdamage_1
tpdamage_2
tpdamage_3
tpdamage_smoke1
tpdamage_4
dispenserdamage_4
dispensersmoke_2
buildingdamage_dispenser_fire1
dispenserdamage_1
dispenserdamage_3
buildingdamage_dispenser_fire0
dispenserdamage_2
buildingdamage_fire1
nailtrails_medic_red
nailtrails_medic_blue
nailtrails_medic_blue_crit
nailtrails_medic_red_crit
speech_typing
speech_mediccall
speech_mediccall_attention
speech_voice
bullet_tracer01_crit
bullet_tracer01_blue
bullet_tracer01_red
bullet_tracer01_blue_crit
bullet_impact1_blue_crit
bullet_tracer01_red_crit
bullet_impact1_red_crit
bullet_scattergun_tracer01_blue_crit
bullet_scattergun_tracer01_red_crit
bullet_pistol_tracer01_blue_crit
bullet_pistol_tracer01_red_crit
bullet_shotgun_tracer01_blue_crit
bullet_shotgun_tracer01_red_crit
particle_nemesis_blue
particle_nemesis_burst_blue
particle_nemesis_red
particle_nemesis_burst_red
spy_start_disguise_red
disguise_flash_red
spy_start_disguise_blue
disguise_flash_blue
spark_electric01
sapper_sentry1_fx
sapper_sentry1_sparks1
sapper_sentry1_sparks2
candle_light1
player_intel_papertrail
player_intel_trail_red
player_intel_trail_blue
cart_flashinglight
eject_minigunbrass
medicgun_beam_attrib_drips
medicgun_beam_attrib_shards
medicgun_beam_attrib_overheal
medicgun_beam_attrib_healing
medicgun_beam_attrib_muzzle
overhealedplayer_red_pluses
overhealedplayer_blue_pluses
medicgun_beam_attrib_overheal_blue
medicgun_beam_attrib_overheal_red
bonersaw_temp
critgun_weaponmodel_blu
critgun_weaponmodel_red
healthgained_blu
healthgained_red
cinefx_goldrush_burningbarrel
cinefx_goldrush
cinefx_goldrush_flash
cinefx_goldrush_burningdebris
cinefx_goldrush_pitglow
impact_concrete_noflecks
ricochet_sparks
impact_generic_burst_2
impact_antlion
impact_metal_child_smoke
impact_metal
impact_metal_child_glowLarge
impact_generic_smoke
impact_metal_child_base
impact_generic_burn
impact_computer
impact_glass
impact_glass_child_burst
impact_glass_child_smoke
impact_glass_child_backblast
impact_concrete
impact_dirt
impact_woodbroken
impact_dirt_nosmoke
impact_wood
impact_wood_child_puff
bullet_pistol_tracer01_red
bullet_pistol_tracer01_blue
bullet_scattergun_tracer01_red
bullet_scattergun_tracer01_blue
bullet_shotgun_tracer01_red
bullet_shotgun_tracer01_blue


Aviram1994 07-30-2008 20:30

Re: TF2 Particles via TempEnts
 
Forgot many things as TeamNum,player which fired and more..
Edit:
Can you explain how do we spawn a "particle system entity"?

L. Duke 07-31-2008 10:32

Re: TF2 Particles via TempEnts
 
Quote:

Originally Posted by Aviram1994 (Post 661994)
Forgot many things as TeamNum,player which fired and more..
Edit:
Can you explain how do we spawn a "particle system entity"?

Not sure what you mean about forgetting TeamNum and player which fired. These aren't weapon projectiles, just visual effects using the particle systems that come with TF2.

Spawning a particle system entity can be done like this:

Code:

public Action:DeleteParticles(Handle:timer, any:particle)
{
    if (IsValidEntity(particle))
    {
        new String:classname[STRLENGTH];
        GetEdictClassname(particle, classname, sizeof(classname));
        if (StrEqual(classname, "info_particle_system", false))
        {
            RemoveEdict(particle);
        }
        else
        {
            LogError("DeleteParticles: not removing entity - not a particle '%s'", classname);
        }
    }
}
public ShowParticle(Float:pos[3], String:particlename[], Float:time)
{
    new particle = CreateEntityByName("info_particle_system");
    if (IsValidEdict(particle))
    {
        TeleportEntity(particle, pos, NULL_VECTOR, NULL_VECTOR);
        DispatchKeyValue(particle, "effect_name", particlename);
        ActivateEntity(particle);
        AcceptEntityInput(particle, "start");
        CreateTimer(time, DeleteParticles, particle);
    }
    else
    {
        LogError("ShowParticle: could not create info_particle_system");
    }   
}
AttachParticle(ent, String:particleType[], Float:time)
{
    new particle = CreateEntityByName("info_particle_system");
    if (IsValidEdict(particle))
    {
        new Float:pos[3];
        GetEntPropVector(ent, Prop_Send, "m_vecOrigin", pos);
        TeleportEntity(particle, pos, NULL_VECTOR, NULL_VECTOR);
        GetEntPropString(ent, Prop_Data, "m_iName", tName, sizeof(tName));
        DispatchKeyValue(particle, "targetname", "tf2particle");
        DispatchKeyValue(particle, "parentname", tName);
        DispatchKeyValue(particle, "effect_name", particleType);
        DispatchSpawn(particle);
        SetVariantString(tName);
        AcceptEntityInput(particle, "SetParent", particle, particle, 0);
        ActivateEntity(particle);
        AcceptEntityInput(particle, "start");
        CreateTimer(time, DeleteParticles, particle);
    }
    else
    {
        LogError("AttachParticle: could not create info_particle_system");
    }
}

ShowParticle spawns it at a location. AttachParticle is basically the same thing but attaches it to an entity. You can also set attachement points by using SetParentAttachment (in the same way as SetParent above). For example, when I show healthgained_blu/red I attach it to the player's head.

You'll also need to set the entities targetname to something unique before calling AttachParticle (I use something like DispatchKeyValue(ent, "targetname", TargetName); where TargetName is "myentXXX" and the XXX is the entity ID or some other unique number).

Fredd 07-31-2008 14:33

Re: TF2 Particles via TempEnts
 
nice ;]

DiscoBBQ 08-01-2008 14:44

Re: TF2 Particles via TempEnts
 
Quote:

Originally Posted by Temp Ent List
bonersaw_temp

Hehe.

Greyscale 08-01-2008 15:54

Re: TF2 Particles via TempEnts
 
Way to go valve :mrgreen:

strontiumdog 08-05-2008 04:14

Re: TF2 Particles via TempEnts
 
I love you L.Duke
:D

Particle achievements......awesome stuff!

http://i56.photobucket.com/albums/g1...ey2_b10002.jpg

L. Duke 08-05-2008 10:14

Re: TF2 Particles via TempEnts
 
Nice use of the achievements effect. :)

DiscoBBQ 08-06-2008 16:03

Re: TF2 Particles via TempEnts
 
L.Duke, Would you have any idea how to call an exploding player? I don't want the console command explode, I just want the animation and effects

L. Duke 08-06-2008 18:40

Re: TF2 Particles via TempEnts
 
Quote:

Originally Posted by Pinkfairie (Post 665608)
L.Duke, Would you have any idea how to call an exploding player? I don't want the console command explode, I just want the animation and effects

I don't. The explode command calls the kill_helper function which sets the damage bits and calls the player's CommitSuicide function. The required effects may be handled client-side. I didn't see anything in the server .so file that looked promising, but I may have missed something.

DiscoBBQ 08-06-2008 22:44

Re: TF2 Particles via TempEnts
 
L.Duke, if you ever need someone to birth your kids, im your man.

This works perfectly for me, I'm able to do a TF2 GoreMod now, yahoo!

http://img.photobucket.com/albums/v3.../headshot2.jpg

KickBack 08-14-2008 19:15

Re: TF2 Particles via TempEnts
 
Thanks a lot ! This is of great use !

There is just one slight bug with timers (ShowParticle) : when a round ends (waiting for players, team win, etc), one should take care to reset timers because on round reset/restart, particle systems are automatically destroyed by the server and when the timer tries to destroy them, it shows a warning saying it couldn't destroy an entity which has nothing to do with our particle. While this is not critical, I advise anyone using this snippet to hook whenever a round restart/resets (I'm using both words because I can't remember the actual event) and delete the active timers if that happens.

Other than that, this is great stuff !!
Thanks

r5053 08-23-2008 09:49

Re: TF2 Particles via TempEnts
 
can someone post a full axample plugin ?

chundo 08-26-2008 20:01

Re: TF2 Particles via TempEnts
 
Damn, thanks! I've been trying to figure out how to display the achievement trophy on and off for months now.

Greyscale 08-26-2008 20:48

Re: TF2 Particles via TempEnts
 
Quote:

Originally Posted by Pinkfairie (Post 665730)
L.Duke, if you ever need someone to birth your kids, im your man.

This works perfectly for me, I'm able to do a TF2 GoreMod now, yahoo!

<bloody pyro>

LOL that's pretty insane.

chundo 08-27-2008 14:42

Re: TF2 Particles via TempEnts
 
When I spawn the "nemesis" particle, DeleteParticles() only removes the animated border and detaches the particle from the player - the star-with-fists icon stays hanging in the air forever. Any idea how to remove that?

chundo 08-27-2008 14:58

Re: TF2 Particles via TempEnts
 
Also, is there any way to attach a particle to a player, but hide it from the player's view? For example, I can attach a "nemesis" icon using the particle system, but it obscures the player's view if they look up. Likewise, I could use a tempent and specify which players to send it too, but then it isn't attached to the player and can't be destroyed.

Can you clarify what the "entindex", "m_iAttachType" and "m_iAttachmentPointIndex" properties of a tempent do? I couldn't find any documentation for them online.

L. Duke 08-27-2008 15:47

Re: TF2 Particles via TempEnts
 
Some icons like the nemesis icon do seem to remain. I don't know why.

I believe the tempents version "entindex" is the entity to attach to (player, prop_physics, etc.). I don't know about the attachement type, but I assume the attachment point index is the index of the attachment point on the entity. TF2 players have several including the party hat and eye attachments.

CrimsonGT 10-08-2008 09:03

Re: TF2 Particles via TempEnts
 
2 Attachment(s)
If you want a quick way to view the entities in game, heres a quick plugin I wrote. Just type "particle <particlename>" in console and it will parent it to the player for 5 seconds so you can check it out. I did this and made a list of all of the ones I want to use :P

DiscoBBQ 12-02-2008 16:11

Re: TF2 Particles via TempEnts
 
L4D Particles:

Code:

1: weapon_tracers
2: weapon_pipebomb
3: weapon_pipebomb_dirt
4: weapon_pipebomb_water
5: weapon_pipebomb_water_splash
6: weapon_pipebomb_fuse
7: weapon_pipebomb_blinking_light
8: burning_character
9: weapon_molotov_thrown
10: weapon_molotov_held
11: witch_eye_glow
12: hunter_claw
13: infected_vomit
14: blood_atomized
15: bandage_01
16: tank_rock_throw_ground_generic
17: hunter_stab
18: hunter_leap_dust
19: achieved
20: water_trail_directional
21: water_trail_directional_walk
22: water_trail_idle
23: burning_character_screen
24: speech_voice
25: water_splash
26: cigarette_smoke
27: smoker_spore_trail
28: smoker_smokecloud
29: smoker_smokecloud_camera
30: boomer_vomit_screeneffect
31: smoker_screen_effect
32: glow_survivor_use_target
33: glow_survivor_ability_target
34: glow_survivor_through_wall
35: glow_pz_health_high
36: glow_pz_health_medium
37: glow_pz_health_low
38: glow_boomer_it_victim
39: glow_tank_ability_target
40: molotov_groundfire
41: molotov_explosion
42: weapon_molotov_fp
43: weapon_molotov_fp_wick
44: weapon_pipebomb_fuse_fp
45: impact_physics_dust
46: impact_physics_sparks
47: blood_impact_red_01_droplets
48: blood_impact_yellow_01
49: blood_impact_red_01_smalldroplets
50: blood_impact_smoker_01
51: blood_impact_smoker_01_smoke
52: blood_impact_smoker_01_droplets
53: blood_impact_red_01
54: blood_impact_tank_01
55: blood_impact_headshot_01
56: blood_impact_headshot_01b
57: blood_impact_headshot_01e
58: blood_impact_headshot_01c
59: blood_impact_headshot_01d
60: blood_impact_headshot_01g
61: blood_impact_survivor_01
62: blood_impact_hunter_01
63: blood_impact_infected_01_shotgun
64: blood_impact_red_01_chunk_shotgun
65: blood_impact_red_01_backspray_shotgun_2
66: blood_impact_boomer_01
67: blood_impact_witch_01
68: blood_impact_arterial_spray_old
69: blood_impact_arterial_spray
70: blood_impact_arterial_spray_3
71: blood_impact_arterial_spray_2
72: blood_impact_tank_02
73: blood_impact_headshot_01f
74: blood_impact_infected_01
75: blood_impact_red_01_backspray_2
76: blood_impact_red_01_smalldroplets_shotgun
77: blood_incapacitated
78: blood_bleedout_2
79: blood_bleedout_trails_a
80: blood_bleedout_trails_b
81: blood_bleedout_trails_c
82: blood_bleedout_trails_d
83: blood_bleedout_trails_e
84: blood_bleedout_trails_f
85: blood_bleedout_trails_g
86: blood_bleedout_trails_h
87: blood_bleedout
88: blood_bleedout_3
89: blood_impact_arterial_spray_4
90: hunter_claw_child_fleshybits
91: blood_impact_arterial_spray_3_child
92: blood_impact_infected_01_cheap
93: blood_impact_infected_01_shotgun_cheap
94: blood_impact_red_01_cheap
95: blood_impact_smoker_01_cheap
96: blood_impact_tank_01_cheap
97: blood_impact_arterial_spray_cheap
98: blood_atomized_b
99: blood_atomized_b_sub
100: blood_atomized_d
101: blood_atomized_c
102: blood_atomized_fallback
103: blood_atomized_fallback_2
104: blood_atomized_fallback_3
105: boomer_vomit
106: boomer_vomit_e
107: boomer_vomit_c
108: boomer_vomit_d
109: boomer_vomit_b
110: boomer_explode
111: boomer_explode_I
112: boomer_explode_Jtemp1
113: boomer_explode_D_extra
114: boomer_explode_A_alt
115: boomer_explode_B_extra
116: boomer_explode_B
117: boomer_explode_F
118: boomer_explode_J
119: boomer_explode_Jtemp2
120: boomer_explode_Jtemp3
121: boomer_explode_Jtemp4
122: boomer_explode_A
123: boomer_leg_smoke
124: boomer_vomit_survivor
125: boomer_vomit_survivor_b
126: boomer_chunk_smoke
127: boomer_explode_D_glow
128: boomer_explode_arterial_spray
129: boomer_explode_M
130: boomer_explode_cheap
131: boomer_vomit_screeneffect_b
132: fire_burning_infected
133: fire_burning_survivor
134: fire_burning_tank
135: footstep_wet
136: footstep_mud
137: footstep_grass
138: footstep_dirt
139: footstep_puddle
140: footstep_puddle_b
141: hunter_leap
142: hunter_pounce
143: hunter_pounce_dust
144: hunter_slash
145: impact_cardboard
146: impact_asphalt
147: impact_generic_burn
148: impact_clay
149: impact_grass
150: impact_water
151: impact_water_child_bits
152: impact_water_child_splash
153: impact_concrete
154: impact_ricochet
155: impact_ricochet_sparks
156: impact_metal
157: impact_metal_child_glow2
158: impact_sheetrock
159: impact_electronic
160: impact_rubber
161: impact_rubber_child_base
162: impact_wood
163: impact_wood_child_smoke
164: impact_wood_child_burn
165: impact_wood_child_burst
166: impact_glass
167: impact_leaves
168: impact_leaves_child_smoke
169: impact_brick
170: impact_brick_child_smoke
171: impact_tile
172: impact_tile_child_smoke
173: impact_plastic
174: impact_rock
175: impact_dirt
176: impact_dirt_child_bounce
177: impact_plaster
178: impact_plaster_child_smoketrails
179: impact_upholstery
180: impact_upholstery_child_burn
181: impact_upholstery_child_burst
182: impact_carpet
183: impact_carpet_child_burn
184: impact_carpet_child_smoke
185: impact_grass_child_base
186: impact_generic_smoke
187: impact_steam
188: impact_steam_child_mist
189: impact_steam_child_cloud
190: impact_steam_short
191: impact_steam_child_mist_short
192: impact_steam_child_cloud_short
193: impact_steam_child_mist_small
194: impact_steam_small
195: impact_steam_child_cloud_small
196: impact_water_child_refract
197: impact_asphalt_cheap
198: impact_brick_cheap
199: impact_cardboard_cheap
200: impact_carpet_cheap
201: impact_clay_cheap
202: impact_concrete_cheap
203: impact_dirt_cheap
204: impact_electronic_cheap
205: impact_glass_cheap
206: impact_grass_cheap
207: impact_leaves_cheap
208: impact_metal_cheap
209: impact_plaster_cheap
210: impact_plastic_cheap
211: impact_rock_cheap
212: impact_rubber_cheap
213: impact_sheetrock_cheap
214: impact_tile_cheap
215: impact_upholstery_cheap
216: impact_water_cheap
217: impact_wood_cheap
218: impact_wood_child_chunks
219: impact_plaster_notrails
220: impact_plaster_cheap_2
221: impact_sheetrock_cheap_2
222: impact_plaster_notrails_cheap
223: impact_plaster_child_smoke3
224: impact_sand
225: impact_sand_cheap
226: impact_mud
227: impact_mud_cheap
228: impact_asphalt_child_smoke
229: impact_computer
230: impact_computer_cheap
231: impact_paper
232: impact_paper_cheap
233: impact_cloth
234: impact_cloth_cheap
235: impact_wet
236: impact_wet_cheap
237: impact_puddle
238: impact_puddle_cheap
239: infected_slobber
240: infected_drool
241: infected_drool_drip
242: infected_sweat
243: infected_punch
244: infected_kick
245: infected_froth
246: infected_froth_b
247: infected_froth_c
248: infected_froth_d
249: infected_vomit_stream
250: infected_door_slash_wood
251: infected_door_hit_wood
252: infected_door_hit_metal
253: infected_door_hit_metal_b
254: infected_door_slash_metal
255: screen_zombie_vision
256: screen_stunned
257: screen_tunnel_vision
258: screen_vomited
259: screen_rain_impact
260: screen_hurt
261: screen_hurt_b
262: screen_blood_splatter
263: screen_blood_splatter_a
264: screen_bashed
265: screen_bashed_b
266: screen_bashed_d
267: screen_bashed_c
268: burning_character_screen_b
269: burning_character_screen_c
270: burning_character_screen_d
271: smoker_tongue
272: smoker_tongue_joint
273: smoker_tongue_drips
274: smoker_smoke
275: smoker_tongue_fall
276: smoker_smokecloud_camera_horiz
277: smoker_screen_effect_b
278: tongue_wrap
279: smoker_spore_attack
280: smoker_spore_trail_attack
281: smoker_spore_attack_genericsmoke
282: smoker_spore_trail_cheap
283: smoker_smokecloud_camera_cheap
284: smoker_smokecloud_cheap
285: cigarette_smoke_ash
286: cigarette_smoke_ash_glow
287: cigarette_smoke_cherry
288: cigarette_smoke_b
289: cigarette_smoke_cherry Version #2
290: cigarette_smoke_ash Version #2
291: cigarette_smoke_ash_glow Version #2
292: flashlight_thirdperson_bak
293: flashlight_firstperson_
294: flashlight_thirdperson_glow3
295: flashlight_thirdperson_beamlet
296: flashlight_firstperson
297: flashlight_thirdperson_mod
298: flashlight_thirdperson
299: tank_rock_throw_ground_generic_cracks_2
300: tank_rock_throw_ground_generic_cracks
301: tank_rock_throw_impact
302: tank_survivor_pound
303: tank_object_throw
304: tank_rock_throw_rock
305: tank_rock_throw_rock_smalldebris
306: tank_rock_throw_stump
307: tank_rock_throw_stump_smalldebris
308: tank_rock_throw_impact_stump
309: tank_rock_throw_impact_chunks_stump
310: tank_breath
311: tank_breath_cloud
312: tank_footstep_generic
313: tank_wall_scrape_generic
314: tank_wall_scrape_generic_debris
315: water_trail_idle_child
316: water_splash_child_base
317: water_splash_child_rings_small
318: water_object_wake
319: water_object_wake_big
320: weapon_muzzle_smoke
321: weapon_shove
322: weapon_muzzle_flash_autoshotgun_main
323: weapon_explosion_grenade
324: weapon_muzzle_flash_assaultrifle_vent_fire
325: weapon_muzzle_flash_autoshotgun_fallback
326: weapon_muzzle_flash_sparks3
327: weapon_muzzle_flash_huntingrifle_vent1
328: weapon_muzzle_flash_huntingrifle_main_fallback
329: weapon_muzzle_flash_smg_backup
330: weapon_muzzle_flash_huntingrifle
331: weapon_muzzle_flash_autoshotgun
332: weapon_muzzle_flash_assaultrifle
333: weapon_muzzle_flash_pistol
334: weapon_muzzle_flash_shotgun
335: weapon_muzzle_smoke_long
336: weapon_muzzle_smoke_b
337: weapon_muzzle_smoke_b Version #2
338: weapon_muzzle_flash_assaultrifle_main_sub1
339: weapon_muzzle_flash_assaultrifle_main_sub3
340: weapon_muzzle_flash_assaultrifle_main_sub2
341: weapon_muzzle_flash_autoshotgun_main2
342: weapon_muzzle_flash_smg_glow3
343: weapon_muzzle_flash_assaultrifle_FP
344: weapon_muzzle_flash_assaultrifle_vent_FP
345: weapon_molotov_fp_fire
346: weapon_molotov_fp_fire2
347: weapon_molotov_fp_fire3
348: weapon_molotov_fp_fire3c
349: weapon_molotov_fp_fire3b
350: weapon_muzzle_flash_minigun_tracers
351: weapon_muzzle_flash_minigun
352: weapon_muzzle_flash_minigun_smoke
353: weapon_muzzle_flash_minigund
354: weapon_muzzle_flash_minigun_glow
355: minigun_overheat_smoke
356: weapon_pipebomb_shrapnel_fire_child
357: weapon_pipebomb_shrapnel_smoke_child
358: weapon_pipebomb_generic_smokestreak_parent
359: weapon_pipebomb_generic_smokestreak_child
360: weapon_pipebomb_child_sparks2
361: weapon_pipebomb_child_firesmoke
362: weapon_pipebomb_child_explosion
363: weapon_pipebomb_child_sparks
364: weapon_pipebomb_child_flash_mod
365: weapon_pipebomb_child_flash_screen
366: weapon_pipebomb_child_fire
367: weapon_pipebomb_child_smokering
368: weapon_pipebomb_water_child_rings
369: weapon_pipebomb_water_child_water
370: weapon_pipebomb_water_child_water2
371: weapon_pipebomb_water_child_water3
372: weapon_pipebomb_water_child_water4
373: weapon_pipebomb_child_smokering2
374: weapon_pipebomb_child_dirt
375: weapon_pipebomb_water_child_fire
376: weapon_pipebomb_water_child_flash
377: weapon_pipebomb_water_child_shrapnel
378: weapon_pipebomb_water_child_smoke
379: weapon_pipebomb_fuse_glow_3
380: weapon_pipebomb_dirt_child_05
381: weapon_pipebomb_dirt_child_02
382: weapon_pipebomb_dirt_child_03
383: weapon_pipebomb_dirt_child_01
384: weapon_pipebomb_dirt_child_04
385: weapon_pipebomb_water_child_ripples
386: weapon_muzzle_flash_smg_FP
387: weapon_molotov_fp_glow
388: weapon_pipebomb_fuse_glow_3_fp
389: weapon_muzzleflash_illumination_add
390: weapon_muzzle_flash_autoshotgun_FP
391: weapon_muzzle_flash_huntingrifle_FP
392: weapon_muzzle_flash_pistol_FP
393: weapon_muzzle_flash_shotgun_FP
394: weapon_muzzle_flash_shotgun_glow2
395: weapon_muzzle_flash_assaultrifle_vent_FP_cheap
396: weapon_muzzle_flash_autoshotgun_FP_cheap
397: weapon_muzzle_flash_huntingrifle_FP_cheap
398: weapon_muzzle_flash_pistol_FP_cheap
399: weapon_muzzle_flash_shotgun_FP_cheap
400: weapon_muzzle_flash_smg_FP_cheap
401: weapon_laser_sight
402: weapon_laser_sight_dot
403: weapon_laser_sight_FP
404: weapon_laser_sight_dot_FP
405: weapon_pipebomb_blinking_light_b
406: weapon_pipebomb_blinking_light_c
407: weapon_muzzle_flash_smg
408: weapon_muzzle_flash_smg_parent
409: weapon_shell_casing_shotgun
410: weapon_shell_casing_9mm
411: weapon_shell_casing_rifle
412: weapon_shell_casing_minigun
413: weapon_shell_casing_9mm_fp
414: weapon_muzzle_flash_smg_fallback
415: weapon_muzzle_flash_pistol_fallback
416: weapon_muzzle_flash_pistol_fallback2
417: weapon_muzzle_flash_assaultrifle_fallback
418: weapon_shell_casing_9mm_fallback
419: weapon_shell_casing_rifle_fallback
420: weapon_shell_casing_shotgun_fallback
421: weapon_shell_casing_minigun_fallback
422: weapon_shell_casing_9mm_fp_fallback
423: glow_survivor_through_wall_c
424: glow_survivor_use_target_c
425: glow_survivor_use_target_d
426: glow_survivor_through_wall_b
427: glow_survivor_pouncing_hunter
428: glow_survivor_hanging_from_tongue
429: glow_survivor_pounced_b
430: glow_survivor_hanging_from_ledge
431: glow_survivor_incapacitated
432: glow_survivor_it
433: glow_survivor_pounced
434: spawn_sphere
435: spawn_sphere_b
436: spawn_sphere_c
437: gas_explosion_pump
438: fire_pipe
439: pipe_drips_h
440: pipe_drips_v
441: steam_long
442: Flies
443: roaches_few
444: roaches_many
445: roaches_lot
446: steam_manhole
447: fire_barrel_big
448: gas_explosion_main
449: gas_explosion_debris_trails
450: rain_sheet
451: rain_spot
452: rain_puddle_ripples_small
453: rain_puddle_ripples_large
454: rain_puddle_ripples
455: policecar_tail_strobe2
456: policecar_tail_strobe
457: fog_volume_1024_512


L. Duke 12-02-2008 17:33

Re: TF2 Particles via TempEnts
 
Nice! Thank you Pinkfairie!

DiscoBBQ 12-03-2008 16:11

Re: TF2 Particles via TempEnts
 
Regretabley though, there is no particle effect listed in the L4D tempents, so I have been unsuccessful in making use of the L4D particles.

ratty 02-27-2009 20:38

Re: TF2 Particles via TempEnts
 
Is there an easy way to get the list of particles with a plugin? I dont know how to compile real plugins in C, so I'd need a sourcemod plugin if thats even possible.

I mostly want to get the name of the bonked particles in TF2 when youre hit with the baseball.

L. Duke 03-02-2009 11:02

Re: TF2 Particles via TempEnts
 
You can loop through the string tables and find one with particles in the name (I don't remember the exact name). Then loop through and print out all the strings in that table.

http://docs.sourcemod.net/api/?query=stringtable

HL-SDK 04-08-2009 16:11

Re: TF2 Particles via TempEnts
 
Will these functions work to create multiple particles and then remove them when needed?

I am trying to create 3 or 4 particle effects (on a frozen player), that are removed (when that player is unfrozen).

The potential problems I can see are having 4 people frozen and thawed at different times in different places.

A potential solution I could see is looking at everything that is parented to the player (would only be particles I spawned I'd think) and remove them all at the right time.

Or instead of:
PHP Code:

    new particle CreateEntityByName("info_particle_system"); 

Change to:
PHP Code:

    new particle[ent] = CreateEntityByName("info_particle_system"); 

But I might need more than one particle system per player.

Thanks for any input, or output.

---
EDIT

After looking at PF's goremod, looks like It can handle more than one at a time, Is that true?

DJ Tsunami 04-09-2009 13:48

Re: TF2 Particles via TempEnts
 
Each info_particle_system is a seperate particle, you can have as many as you want.

Hardcor3 05-28-2009 11:00

Re: TF2 Particles via TempEnts
 
My question might sound a little dumb and be answered already but ill ask anyways.

Is it possible to use custom particles with this code?

Muridias 05-28-2009 16:46

Re: TF2 Particles via TempEnts
 
The attach particle doesn't work for me. It just spawns the particle and doesn't stay attach to the client/player.

EDIT: Fix

Code:

AttachParticle(entity, String:particleType[])
{
    new particle = CreateEntityByName("info_particle_system");
   
    new String:name[128];
    if (IsValidEdict(particle))
    {
        new Float:position[3];
        GetEntPropVector(entity, Prop_Send, "m_vecOrigin", position);
       
        TeleportEntity(particle, position, NULL_VECTOR, NULL_VECTOR);
       
        Format(name, sizeof(name), "target%i", entity);
        DispatchKeyValue(entity, "targetname", name);
       
        DispatchKeyValue(particle, "targetname", "tf2particle");
        DispatchKeyValue(particle, "parentname", name);
        DispatchKeyValue(particle, "effect_name", particleType);
        DispatchSpawn(particle);
        SetVariantString(name);
        AcceptEntityInput(particle, "SetParent", particle, particle, 0);
        SetVariantString("flag");
        AcceptEntityInput(particle, "SetParentAttachment", particle, particle, 0);
        ActivateEntity(particle);
        AcceptEntityInput(particle, "start");
    }
}


Muridias 05-31-2009 05:09

Re: TF2 Particles via TempEnts
 
Where can I find the new particle effects when an updates comes out??

scopesp 06-02-2009 10:47

Re: TF2 Particles via TempEnts
 
hiii ;)

is this even possible to see that all the time with particle/trail ?

http://img60.**************/img60/1549/hehet.jpg

thxxxx

pheadxdll 06-02-2009 11:33

Re: TF2 Particles via TempEnts
 
Quote:

Originally Posted by Muridias (Post 838649)
Where can I find the new particle effects when an updates comes out??

http://forums.alliedmods.net/showthr...list+particles

zeroibis 01-19-2010 16:03

Re: TF2 Particles via TempEnts
 
Can I access ones like rockettrail_! in CSS or is this OB only?

Is there any CSS version of that particle?

pheadxdll 01-19-2010 17:47

Re: TF2 Particles via TempEnts
 
..There's no info_particle_system entity in CSS so naturally there's no rocket trail. This may be of some use: http://wiki.alliedmods.net/Mod_TempE...t_%28Source%29

Thrawn2 11-05-2010 19:36

Re: TF2 Particles via TempEnts
 
here's an updated list of all tf2 particles
Code:

achieved
asplode_hoodoo
asplode_hoodoo_burning_debris
asplode_hoodoo_burning_piece
asplode_hoodoo_debris
asplode_hoodoo_dust
asplode_hoodoo_embers
asplode_hoodoo_flash
asplode_hoodoo_green
asplode_hoodoo_initial_smoke
asplode_hoodoo_shockwave
asplode_hoodoo_smoke
bday_1balloon
bday_balloon01
bday_balloon02
bday_blood
bday_bloodconfetti
bday_bloodconfetti2
bday_confetti
bday_confetti_colors
blood_decap
blood_decap_arterial_spray
blood_decap_fountain
blood_decap_streaks
blood_impact_red_01
blood_impact_red_01_chunk
blood_impact_red_01_droplets
blood_impact_red_01_goop
blood_impact_red_01_smalldroplets
blood_spray_red_01
blood_spray_red_01_far
blood_trail_red_01_droplets
blood_trail_red_01_goop
bonersaw_temp
bonk_text
buildingdamage_dispenser_fire0
buildingdamage_dispenser_fire1
buildingdamage_fire1
buildingdamage_fire2
buildingdamage_fire3
buildingdamage_smoke1
buildingdamage_smoke2
buildingdamage_smoke3
buildingdamage_smoke4
buildingdamage_sparks1
buildingdamage_sparks2
buildingdamage_sparks4
bullet_bignasty_impact_chunks
bullet_bignasty_tracer01_blue
bullet_bignasty_tracer01_blue_crit
bullet_bignasty_tracer01_red
bullet_bignasty_tracer01_red_crit
bullet_impact1_blue_crit
bullet_impact1_blue_critglow
bullet_impact1_red_crit
bullet_impact1_red_critglow
bullet_pistol_tracer01_blue
bullet_pistol_tracer01_blue_crit
bullet_pistol_tracer01_red
bullet_pistol_tracer01_red_crit
bullet_scattergun_impact01
bullet_scattergun_tracer01_blue
bullet_scattergun_tracer01_blue_crit
bullet_scattergun_tracer01_red
bullet_scattergun_tracer01_red_crit
bullet_shotgun_tracer01_blue
bullet_shotgun_tracer01_blue_crit
bullet_shotgun_tracer01_red
bullet_shotgun_tracer01_red_crit
bullet_tracer01
bullet_tracer01_blue
bullet_tracer01_blue_crit
bullet_tracer01_crit
bullet_tracer01_red
bullet_tracer01_red_crit
burning_torch
burninggibs
burningplayer_blue
burningplayer_blueglow
burningplayer_corpse
burningplayer_corpseglow
burningplayer_flyingbits
burningplayer_glow
burningplayer_glow_blue
burningplayer_red
burningplayer_smoke
burningplayer_smoke_blue
candle_light1
candle_light2
cart_flashinglight
cart_flashinglight_glow
cart_flashinglight_glow_red
cart_flashinglight_light
cart_flashinglight_light_red
cart_flashinglight_red
cig_burn
cig_smoke
cinefx_goldrush
cinefx_goldrush_burningbarrel
cinefx_goldrush_burningdebris
cinefx_goldrush_burningpiece
cinefx_goldrush_burningsmoke
cinefx_goldrush_debris
cinefx_goldrush_embers
cinefx_goldrush_flames
cinefx_goldrush_flash
cinefx_goldrush_hugedustup
cinefx_goldrush_initial_smoke
cinefx_goldrush_initial_smoke2
cinefx_goldrush_pitglow
cinefx_goldrush_smoke
coin_blue
coin_large_blue
community_sparkle
community_sparkle_rand
conc_stars
conc_trail
crit_text
critgun_weaponmodel_blu
critgun_weaponmodel_blu_glow
critgun_weaponmodel_red
critgun_weaponmodel_red_glow
critical_grenade_blue
critical_grenade_blue_extra
critical_grenade_blue_glow
critical_grenade_red
critical_grenade_red_extra
critical_grenade_red_glow
critical_pipe_blue
critical_pipe_red
critical_rocket_blue
critical_rocket_bluesparks
critical_rocket_red
critical_rocket_redsparks
crutgun_firstperson
default
deflect_fx
deflect_temp
disguise_flash_blue
disguise_flash_red
dispenser_beam_blue_pluses
dispenser_beam_blue_trail
dispenser_beam_red_pluses
dispenser_beam_red_trail
dispenser_heal_blue
dispenser_heal_red
dispenserdamage_1
dispenserdamage_2
dispenserdamage_3
dispenserdamage_4
dispensersmoke_1
dispensersmoke_2
dodge_test
doublejump_puff
doublejump_smoke
doublejump_trail
duel_blue
duel_blue_burst
duel_red
duel_red_burst
eject_minigunbrass
electrocuted_blue
electrocuted_blue_flash
electrocuted_gibbed_blue
electrocuted_gibbed_blue_flash
electrocuted_gibbed_red
electrocuted_gibbed_red_flash
electrocuted_red
electrocuted_red_flash
energydrink_cola_splash
energydrink_milk_splash
energydrink_splash
env_rain_001
env_rain_001_mist
env_rain_001_mist_256
env_rain_001_streaks
env_rain_001_streaks_256
env_rain_002_256
env_rain_gutterdrip
env_rain_guttersplash
env_rain_ripples
env_rain_splashring
env_rain_splashripple
env_sawblood
env_sawblood_chunk
env_sawblood_goop
env_sawblood_mist
env_snow_light_001
env_snow_stormfront_001
env_snow_stormfront_mist
Explosion_bubbles
Explosion_CoreFlash
Explosion_Debris001
Explosion_Dustup
Explosion_Dustup_2
Explosion_Flash_1
Explosion_Flashup
Explosion_FloatieEmbers
Explosion_FlyingEmbers
Explosion_Smoke_1
explosion_trailFire
explosion_trailSmoke
ExplosionCore_buildings
ExplosionCore_MidAir
ExplosionCore_MidAir_underwater
ExplosionCore_sapperdestroyed
ExplosionCore_Wall
ExplosionCore_Wall_underwater
Explosions_MA_coreflash
Explosions_MA_Debris001
Explosions_MA_Dustup
Explosions_MA_Dustup_2
Explosions_MA_Flash_1
Explosions_MA_Flashup
Explosions_MA_FloatieEmbers
Explosions_MA_FlyingEmbers
Explosions_MA_Smoke_1
Explosions_UW_Debris001
explosionTrail_seeds
eye_powerup_blue_lvl_1
eye_powerup_blue_lvl_1b
eye_powerup_blue_lvl_2
eye_powerup_blue_lvl_3
eye_powerup_blue_lvl_4
eye_powerup_blue_lvl_4b
eye_powerup_red_lvl_1
eye_powerup_red_lvl_1b
eye_powerup_red_lvl_2
eye_powerup_red_lvl_3
eye_powerup_red_lvl_4
eye_powerup_red_lvl_4b
finishline_confetti
fire_smokeCloud
fireSmoke_collumn
fireSmoke_collumnP
fireSmokeExplosion
fireSmokeExplosion2
fireSmokeExplosion3
fireSmokeExplosion4
fireSmokeExplosion_track
fireSmokeExplosion_trackb
flamethrower
flamethrower_blue
flamethrower_crit_blue
flamethrower_crit_blue_glow
flamethrower_crit_blue_sparks2
flamethrower_crit_pilot_blue
flamethrower_crit_pilot_red
flamethrower_crit_red
flamethrower_crit_red_glow
flamethrower_crit_red_sparks
flamethrower_drips
flamethrower_fire_1
flamethrower_pilot
flamethrower_smoke_1
flamethrower_underwater
flaming_arrow
flaming_arrow_smoke
flaregun_crit_blue
flaregun_crit_red
flaregun_destroyed
flaregun_destroyed_bits
flaregun_sparkles_blue
flaregun_sparkles_red
flaregun_trail_blue
flaregun_trail_crit_blue
flaregun_trail_crit_red
flaregun_trail_red
fluidSmokeExpl_ring
fluidSmokeExpl_track
flying_flaming_arrow
flying_flaming_arrow_smoke
ghost_appearation
ghost_firepit
ghost_firepit_firebits
ghost_firepit_plate
ghost_firepit_wisps
ghost_flash
ghost_glow
ghost_pumpkin
ghost_pumpkin_blueglow
ghost_pumpkin_flyingbits
ghost_smoke
ghost_sparkle
ghost_trail
halloween_boss_axe_hit_sparks
halloween_boss_axe_hit_world
halloween_boss_death
halloween_boss_death_bits
halloween_boss_death_cloud
halloween_boss_death_floatybits
halloween_boss_eye_glow
halloween_boss_foot_fire
halloween_boss_foot_impact
halloween_boss_injured
halloween_boss_pumpkin_chunks
halloween_boss_shape_glow
halloween_boss_summon
halloween_boss_trailing_goop
halloween_boss_victim
halloween_ghost_flash
halloween_ghost_smoke
halloween_ghosts
halloween_gift_balloon01
halloween_gift_balloon02
halloween_gift_confetti_colors
halloween_gift_pickup
halloween_notes
halloween_pickup_active
halopoint
headphone_notes
headphone_soundwave
heal_text
healhuff_blu
healhuff_blu_mist
healhuff_red
healhuff_red_mist
healthgained_blu
healthgained_red
healthlost_blu
healthlost_red
hightower_explosion
hightower_smoke
hit_text
impact_antlion
impact_computer
impact_computer_smoke
impact_concrete
impact_concrete_child_base
impact_concrete_child_puff
impact_concrete_noflecks
impact_dirt
impact_dirt_child_bounce
impact_dirt_child_burst
impact_dirt_child_smoke
impact_dirt_nosmoke
impact_generic_burn
impact_generic_burst
impact_generic_burst_2
impact_generic_smoke
impact_glass
impact_glass_child_backblast
impact_glass_child_burst
impact_glass_child_smoke
impact_metal
impact_metal_child_base
impact_metal_child_glow
impact_metal_child_glowLarge
impact_metal_child_smoke
impact_wood
impact_wood_child_puff
impact_woodbroken
laser_sight
laser_sight_beam
laser_sight_beam_dot
lowV_blood_impact_red_01
lowV_blood_spray_red_01
lowV_blood_spray_red_01_far
lowV_debrischunks
lowV_impactglow
lowV_oildroplets
lowV_smallerchunks
lowv_sparks1
lowV_water_blood_impact_red_01
lowV_water_bubbles
lowV_water_debris
m_torchflame
m_torchflame_smoke
medicgun_beam_attrib_drips
medicgun_beam_attrib_healing
medicgun_beam_attrib_muzzle
medicgun_beam_attrib_overheal
medicgun_beam_attrib_overheal_blue
medicgun_beam_attrib_overheal_red
medicgun_beam_attrib_shards
medicgun_beam_blue
medicgun_beam_blue_drips
medicgun_beam_blue_healing
medicgun_beam_blue_invulnbright
medicgun_beam_blue_invun
medicgun_beam_blue_invunglow
medicgun_beam_blue_marker
medicgun_beam_blue_muzzle
medicgun_beam_blue_pluses
medicgun_beam_blue_targeted
medicgun_beam_blue_trail
medicgun_beam_red
medicgun_beam_red_drips
medicgun_beam_red_healing
medicgun_beam_red_invulnbright
medicgun_beam_red_invun
medicgun_beam_red_invunglow
medicgun_beam_red_marker
medicgun_beam_red_muzzle
medicgun_beam_red_pluses
medicgun_beam_red_targeted
medicgun_beam_red_trail
medicgun_invulnstatus_fullcharge_blue
medicgun_invulnstatus_fullcharge_red
mini_firework_flare
mini_fireworks
minicrit_text
miss_text
muzzle_bignasty
muzzle_bignasty_flash
muzzle_bignasty_sparks
muzzle_grenadelauncher
muzzle_grenadelauncher_core
muzzle_grenadelauncher_embers
muzzle_minigun
muzzle_minigun_constant
muzzle_minigun_constant_core
muzzle_minigun_constant_flare
muzzle_minigun_constant_smoke
muzzle_minigun_constant_sparks
muzzle_minigun_constant_starflash
muzzle_minigun_core
muzzle_minigun_flare
muzzle_minigun_smoke
muzzle_minigun_sparks
muzzle_minigun_starflash01
muzzle_pipelauncher
muzzle_pistol
muzzle_pistol_smoke
muzzle_pistol_sparks
muzzle_revolver
muzzle_scattergun
muzzle_scattergun_flash
muzzle_sentry
muzzle_sentry2
muzzle_shotgun
muzzle_shotgun_flash
muzzle_shotgun_smoke
muzzle_shotgun_sparks
muzzle_smg
muzzle_smg_sparks
muzzle_sniperrifle
muzzle_syringe
nailtrails_medic_blue
nailtrails_medic_blue_crit
nailtrails_medic_red
nailtrails_medic_red_crit
nucleus_core_bits1
nucleus_core_steady
overhealedplayer_blue_pluses
overhealedplayer_red_pluses
particle_nemesis_blue
particle_nemesis_burst_blue
particle_nemesis_burst_red
particle_nemesis_red
peejar_drips
peejar_drips_cb
peejar_drips_milk
peejar_groundsplash
peejar_groundsplash_milk
peejar_groundsplash_small
peejar_icon
peejar_impact
peejar_impact_bits
peejar_impact_bits_milk
peejar_impact_cloud
peejar_impact_cloud_milk
peejar_impact_cloud_small
peejar_impact_milk
peejar_impact_small
peejar_impacts_bits_small
peejar_trail_blu
peejar_trail_blu_glow
peejar_trail_red
peejar_trail_red_glow
pipebomb_timer_blue
pipebomb_timer_red
pipebombtrail_blue
pipebombtrail_red
player_drips_blue
player_dripsred
player_glowblue
player_glowred
player_intel_papertrail
player_intel_trail_blue
player_intel_trail_red
player_recent_teleport_blue
player_recent_teleport_red
player_sparkles_blue
player_sparkles_red
pumpkin_bits
pumpkin_cloud
pumpkin_explode
pumpkin_sparkle
pyro_blast
pyro_blast_flash
pyro_blast_flashpush
pyro_blast_lines
pyro_blast_warp
pyro_blast_warp2
pyrotaunt
pyrotaunt_flame
pyrotaunt_glow
pyrotaunt_powerup
ricochet_sparks
rocketbackblast
rocketbackblastsparks
rocketjump_flame
rocketjump_flash
rocketjump_smoke
rockettrail
rockettrail_!
rockettrail_burst
rockettrail_fire
rockettrail_underwater
rockettrail_waterbubbles
sandwich_cheese
sandwich_fx
sandwich_lettuce
sandwich_meat
sapper_coreflash
sapper_debris
sapper_flash
sapper_flashup
sapper_flyingembers
sapper_sentry1_fx
sapper_sentry1_sparks1
sapper_sentry1_sparks2
sapper_smoke
scout_dodge_blue
scout_dodge_pants
scout_dodge_red
scout_dodge_socks
sentry_rocket
sentry_rocket_burst
sentry_rocket_fire
sentrydamage_1
sentrydamage_2
sentrydamage_3
sentrydamage_4
smoke_blackbillow
smoke_blackbillow_dustbowl_skybox
smoke_blackbillow_gravelpit_skybox
smoke_blackbillow_hydro_skybox
smoke_blackbillow_skybox
smoke_blackbillowflame
smoke_blackbillowflame2_gravelpit_skybox
smoke_blackbillowflame_dustbowl_skybox
smoke_blackbillowflame_gravelpit_skybox
smoke_blackbillowflame_skybox
smoke_campfire
smoke_campfireflame
smoke_pipeline_001
smoke_pipeline_fires
smoke_pipeline_glowsmoke
smoke_rocket_steam
smoke_rocket_steam_dustbowl
smoke_steam
smoke_train
smoke_whitebillow
smoke_whitebillow_skybox
smoke_whitebillow_steamship_skybox
smoke_wispy_black_2fort
smoke_wispy_black_dustbowl
smoke_wispy_black_granary
smoke_wispy_black_gravelpit
smoke_wispy_black_hoodoo
smoke_wispy_black_skybox
snow_steppuff01
snow_steppuff_mist
soldierbuff_blue_buffed
soldierbuff_blue_soldier
soldierbuff_blue_spikes
soldierbuff_blue_spiral
soldierbuff_blue_volume
soldierbuff_red_buffed
soldierbuff_red_soldier
soldierbuff_red_spikes
soldierbuff_red_spirial
soldierbuff_red_volume
spark_electric01
spark_electric01_embers
sparks_metal
sparks_metal_2
speech_mediccall
speech_mediccall_attention
speech_mediccall_auto
speech_medichurt
speech_typing
speech_voice
spy_start_disguise_blue
spy_start_disguise_red
stickybomb_pulse_blue
stickybomb_pulse_red
stickybombtrail_blue
stickybombtrail_red
stunballtrail_blue
stunballtrail_blue_crit
stunballtrail_red
stunballtrail_red_crit
superrare_beam1_glow
superrare_beams1
superrare_burning1
superrare_burning2
superrare_burning_smoke
superrare_circling_childglow
superrare_circling_childglow_pink
superrare_circling_glow
superrare_circling_heart
superrare_circling_peacesign
superrare_circling_skull
superrare_circling_tf
superrare_confetti_green
superrare_confetti_purple
superrare_flies
superrare_ghosts
superrare_ghosts_childglow
superrare_greenenergy
superrare_plasma1
superrare_plasma2
superrare_purpleenergy
superrare_test
target_break
target_break_child_puff
target_break_initial_dust
teleported_blue
teleported_flash
teleported_red
teleportedin_blue
teleportedin_red
teleporter_arms_circle_blue
teleporter_arms_circle_blue_blink
teleporter_arms_circle_red
teleporter_arms_circle_red_blink
teleporter_blue_charged
teleporter_blue_charged_hotplate
teleporter_blue_charged_level1
teleporter_blue_charged_level2
teleporter_blue_charged_level3
teleporter_blue_charged_wisps
teleporter_blue_entrance
teleporter_blue_entrance_disc
teleporter_blue_entrance_level1
teleporter_blue_entrance_level2
teleporter_blue_entrance_level3
teleporter_blue_exit
teleporter_blue_exit_level1
teleporter_blue_exit_level2
teleporter_blue_exit_level3
teleporter_blue_floorglow
teleporter_blue_wisps_level2
teleporter_blue_wisps_level3
teleporter_red_charged
teleporter_red_charged_hotplate
teleporter_red_charged_level1
teleporter_red_charged_level2
teleporter_red_charged_level3
teleporter_red_charged_wisps
teleporter_red_entrance
teleporter_red_entrance_disc
teleporter_red_entrance_level1
teleporter_red_entrance_level2
teleporter_red_entrance_level3
teleporter_red_exit
teleporter_red_exit_level1
teleporter_red_exit_level2
teleporter_red_exit_level3
teleporter_red_floorglow
teleporter_red_wisps_level2
teleporter_red_wisps_level3
temp_blood_spray_red_01
temp_blood_spray_red_01_far
tpdamage_1
tpdamage_2
tpdamage_3
tpdamage_4
tpdamage_smoke1
tr_bday_balloon01
tr_bday_balloon02
tr_bday_confetti_colors
tr_waterfall_bottomsplash
turret_shield
turret_shield_b
v_flaming_arrow
v_flaming_arrow_smoke
warp_version
water_blood_impact_red_01
water_blood_impact_red_01_chunk
water_blood_impact_red_01_goop
water_bulletsplash01
water_bulletsplash01_cheap
water_bulletsplash01_minigun
water_burning_steam
water_objectwake
water_playerdive
water_playerdive_bubbles
water_playeremerge
water_playerwake_moving
water_playerwake_static
water_splash01
water_splash01_bullet
water_splash01_cluster
water_splash01_column
water_splash01_droplets
water_splash01_playerripple
wateR_splash01_ripple
water_splash01_ripple
waterfall_bottom
waterfall_bottommist
waterfall_bottomsplash
waterfall_bottomwaves
waterfall_mist
waterfall_rocksplash
waterfall_rocksplash_2
waterfall_sides
woodSplinter
yikes_fx
yikes_text


blodia 12-26-2010 13:31

Re: TF2 Particles via TempEnts
 
since css was updated to the orange box it now supports info_particle_system

PHP Code:

"error"
"muzzle_pistols"
"muzzle_smgs"
"muzzle_machinegun"
"muzzle_rifles"
"muzzle_shotguns"
"muzzle_autorifles"
"blood_impact_red_01"
"blood_impact_green_01"
"blood_impact_yellow_01"
"burning_character"
"bomb_explosion_huge"
"achieved"
"slime_splash_01"
"slime_splash_02"
"slime_splash_03"
"env_fire_tiny_smoke"
"env_fire_small_smoke"
"env_fire_medium_smoke"
"env_fire_large_smoke" 

i used this http://forums.alliedmods.net/showthread.php?t=71857 to find them.

kim_perm 02-09-2012 07:12

Re: TF2 Particles via TempEnts
 
how to use drg_cowmangler_impact_charged? I see only gray splash :(


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