</point>
<group name="func_pointparticles" color=".5 .5 .5">
-A brush that emits particles.
+A brush that emits particles. Can be (de)activated with relays.
-------- KEYS --------
<string key="mdl" name="mdl">particle effect name from effectinfo.txt</string>
<real key="impulse" name="impulse">when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block</real>
<sound key="noise" name="noise">sound to play when the particle is emitted</sound>
<real key="atten" name="atten">distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound)</real>
<real key="volume" name="volume">volume of the sound</real>
-<targetname key="targetname" name="targetname">name to target this (then its state is toggled)</targetname>
+<targetname key="targetname" name="targetname">name to target this (use relays)</targetname>
<string key="bgmscript" name="bgmscript">emitter class from the BGM script</string>
<real key="bgmscriptattack" name="bgmscriptattack">attack time of the effect strength (0 to 3.9)</real>
<real key="bgmscriptdecay" name="bgmscriptdecay">decay time of the effect strength (0 to 3.9)</real>
<flag key="IMPULSE" name="IMPULSE" bit="1">only send the full amount of impulse particles when the entity is triggered</flag>
<flag key="VISCULLING" name="VISCULLING" bit="2">only emit particles if the emitter brush is in the current PVS</flag>
-------- NOTES --------
-Use trigger_monoflop if you want the particles to turn off for a while, then turn back on.
+Use trigger_monoflop and relay_activatetoggle if you want the particles to turn off for a while, then turn back on.
A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form
<emitter class> <time since start of background music> <0 if the emitters are to be switched off, >0 and <=1 if they are to be switched on>
e.g.
func_button
func_conveyor
func_fourier
+func_pointparticles
func_vectormamamam
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
func_button
func_conveyor
func_fourier
+func_pointparticles
func_vectormamamam
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>
func_button
func_conveyor
func_fourier
+func_pointparticles
func_vectormamamam
-------- KEYS --------
<target key="target" name="target">trigger all entities with this targetname when triggered</target>