Particle System Properties

Properties are values that every particle system has without anything added to it.
== Properties ==
; aggregation radius <float>
*
; batch particle systems <bool> 
*
; bounding_box_max <vector3>
*The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
; bounding_box_min <vector3>
*The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
; color <color>
*The default color for the particle system. The alpha value is ignored.
; control point to disable rendering <int>
*Allows you to choose a control point that, if visible to the client, will disable rendering the particle system. The default value is -1 and will make it render everywhere.
; control point to only enable rendering <int>
*The particle system will only be rendered if the given control point is visible to the player. The default value is -1 and will make it render everywhere.
; cull_control_point <int>
*If the cheat ConVar cl_particle_retire_cost is not 0, the selected control point is used as the vector center to help calculate the size a particle takes up on a client's screen, compared to the maximum area when culling/retiring a particle system. 
; cull_cost <float>
*If the cheat ConVar cl_particle_retire_cost is not 0, then it is used as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled. 
; cull_radius <float>
*If the cheat ConVar cl_particle_retire_cost is not 0, then it is used (mostly) as a mulitplier when calculating whether a particle system is using more than the screen's maximum area. If a particle system exceeds the maximum viewspace, it will be culled. 
; cull_replacement_definition <string>
*If the cheat ConVar cl_particle_retire_cost is not 0 and when this particle system is culled/retired, it will be replaced with this one. 
; draw through leafsystem <bool>
*
; fallback max count <int>
*
; fallback replacement definition <string>
*
; freeze simulation after time <float>
*Forces the particle system to freeze after the set amount of seconds.
; group id <int>
*
; initial_particles <int>
*The particle will spawn with a specific amount of particles. Similar to the emitter emit_instantaneously.
; material <string>
* The material used for all particles in the system. If you are using multiple renderers they must share this material.
; max_particles <int>
* The limit at which no new particles will be emitted until other particles are removed.
; maximum draw distance <float>
* The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value.
; maximum sim tick rate <float>
*
; maximum time step <float>
* The maximum time it takes for the system properties to simulate. Use this to achieve a "jitter" or stutter effect in your particle system.
; minimum CPU level <int>
*
; minimum free particles to aggregate <int>
*
; minimum GPU level <int>
*
; minimum rendered frames <int>
*
; minimum sim tick rate <float>
*
; minimum simulation time step <float>
* The time it takes for the particle emitter to "wake up" again and the minimum time it takes for the system properties to simulate. Use this to achieve a "jitter" or stutter effect in your particle system.
; name <string>
* This is the name of the specific particle system.
; normal <vector3>
*
; preventNameBasedLookup <bool>
*
; radius <float>
* The default size of all the spawned particles.
; rotation <float>
* The default rotation of the emitted particles.
; rotation_speed <float>
* Default rotation speed.
; screen space effect <bool>
* Whether or not the particle system is a screen effect.
; sequence_number <int>
* When using a material with a sequenced sheet texture, this will control the initial sequence of every particle.
; sequence_number 1 <int>
* Same as sequence_number, except this controls the second initial sequence in dual-sequence materials.
; Sort particles <bool>
* Whether or not the particles should have their render order sorted each frame. If set to 0, older particles will always render on top of newer ones.
; time to sleep when not drawn <float>
*
; view model effect <bool>
* Makes this particle system and all of its children render as part of the viewmodel. Useful for effects such as first-person weapon muzzleflashes, as otherwise they would always render behind the viewmodel.
Category: Particle System