func_emitter
This is an entity on id Tech 4 engines, present on DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
DOOM 3
Inherits from a func_static but is fixed size and shows a rotation arrow.
Use it to orient particle models
Trigger it to fade it in and/or out
Keys
| Key |
Type |
Default |
Description |
| start_off |
var |
|
if set to 1, particle system will not be visible on spawn |
| cycleTrigger |
var |
|
if set to 1, will not hide/show but will just reset time to cycle a cycles particle |
| solid |
bool |
0 |
whether the object should be solid or not. |
| hide |
bool |
|
whether the object should be visible when spawned. you need to set a value for triggering on/off to work |
| gui |
gui |
|
gui attached to this static, gui2 and gui3 also work |
| gui_demonic |
gui |
|
demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work |
| gui_noninteractive |
bool |
|
any gui attached will not be interactive |
| noclipmodel |
bool |
1 |
0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.) |
| inline |
bool |
|
If true, turn the model into map geometry at dmap time |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idFuncEmitter -> idStaticEntity -> idEntity -> idClass |
| Inherits |
func_static |
| Min |
-12 -12 -12 |
| Max |
12 12 12 |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idFuncEmitter |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| setGui |
idEntity |
| precacheGui |
idEntity |
| getGuiParm |
idEntity |
| getGuiParmFloat |
idEntity |
| guiNamedEvent |
idEntity |
| remove |
idClass |
 |
Quake 4
Inherits from a func_static but is fixed size and shows a rotation arrow.
Use it to orient particle models
Trigger it to fade it in and/or out
Keys
| Key |
Type |
Default |
Description |
| start_off |
var |
|
if set to 1, particle system will not be visible on spawn |
| cycleTrigger |
var |
|
if set to 1, will not hide/show but will just reset time to cycle a cycles particle |
| solid |
bool |
0 |
whether the object should be solid or not. |
| hide |
bool |
|
whether the object should be visible when spawned. you need to set a value for triggering on/off to work |
| gui |
gui |
|
gui attached to this static, gui2 and gui3 also work |
| gui_demonic |
gui |
|
demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work |
| gui_noninteractive |
bool |
|
any gui attached will not be interactive |
| noclipmodel |
bool |
1 |
0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.) |
| inline |
bool |
|
If true, turn the model into map geometry at dmap time |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idFuncEmitter -> idStaticEntity -> idEntity -> idClass |
| Inherits |
func_static |
| Min |
-12 -12 -12 |
| Max |
12 12 12 |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idFuncEmitter |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| clearSkin |
idEntity |
| setContents |
idEntity |
| getLastBlocker |
idEntity |
| playEffect |
idEntity |
| stopEffect |
idEntity |
| stopAllEffects |
idEntity |
| getHealth |
idEntity |
| hideSurface |
idEntity |
| showSurface |
idEntity |
| guiEvent |
idEntity |
| playbackCallback |
idEntity |
| getBindMaster |
idEntity |
| applyImpulse |
idEntity |
| removeNullTargets |
idEntity |
| isA |
idEntity |
| isSameTypeAs |
idEntity |
| matchPrefix |
idEntity |
| clearTargetList |
idEntity |
| appendTarget |
idEntity |
| removeTarget |
idEntity |
| setHealth |
idEntity |
| remove |
idClass |
 |
Prey
Inherits from a func_static but is fixed size and shows a rotation arrow.
Use it to orient particle models
Trigger it to fade it in and/or out
Keys
| Key |
Type |
Default |
Description |
| start_off |
var |
|
if set to 1, particle system will not be visible on spawn |
| cycleTrigger |
var |
|
if set to 1, will not hide/show but will just reset time to cycle a cycles particle |
| smoke_particle |
var |
|
.prt to use, particles not bound to emitter |
| model |
var |
|
.prt to use, particles bound to emitter |
| solid |
bool |
0 |
whether the object should be solid or not. |
| hide |
bool |
|
whether the object should be visible when spawned. |
| gui |
gui |
|
gui attached to this static, gui2 and gui3 also work |
| gui_noninteractive |
bool |
|
any gui attached will not be interactive |
| noclipmodel |
bool |
1 |
0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.) |
| inline |
bool |
|
If true, turn the model into map geometry at dmap time |
| noparmchange |
bool |
|
If true, doesn't change shaderparms when triggered, use for vpaints that toggle on/off (0) |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
hhFuncEmitter -> idStaticEntity -> idEntity -> idClass |
| Inherits |
func_static |
| Min |
-12 -12 -12 |
| Max |
12 12 12 |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
hhFuncEmitter |
| moveToJoint |
idEntity |
| moveToJointWeighted |
idEntity |
| moveJointToJoint |
idEntity |
| moveJointToJointOffset |
idEntity |
| setSkin |
idEntity |
| spawnDebris |
idEntity |
| delayDamageEntity |
idEntity |
| dispose |
idEntity |
| setDeformation |
idEntity |
| setFloatKey |
idEntity |
| setVectorKey |
idEntity |
| setEntityKey |
idEntity |
| playerCanSee |
idEntity |
| setContents |
idEntity |
| setClipmask |
idEntity |
| setPortalCollision |
idEntity |
| killbox |
idEntity |
| getName |
idEntity |
| setName |
idEntity |
| findTargets |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| updateCameraTarget |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| playRumble |
idEntity |
| stopRumble |
idEntity |
| remove |
idClass |