ManhackSparks |
A large fountain of sparks |
Origin, Normal, Angles |
TeslaZap |
Lightning |
|
TeslaHitboxes |
The same body-spanning electrical zaps that come from ragdolls grabbed the supercharged gravity gun in hl2 |
Entity, Magnitude |
CommandPointer |
The small red dot seen at the end of the hl2 RPGs laser beam |
|
GunshipImpact |
A small pink pulse of energy, not sure why its named gunshipimpact |
|
Smoke |
Creates a bunch of messed up smoke that can't be deleted, not recommended |
Origin, Angles, Entity, Attachment, Color |
MuzzleFlash |
Makes a muzzle flash, SetFlags to change the appearance |
SetFlags |
BoltImpact |
Creates crossbow bolts that are stuck into walls/objects |
|
RPGShotDown |
A large yellow flash and a metallic clanging sound |
|
GlassImpact |
A small spray of glass shards, like when you shoot breakable windows |
|
StunstickImpact |
A small flash and a few sparks |
|
PhyscannonImpact |
The orange lightning beam that comes out of the grav gun when you punt something |
Entity, Origin |
HudBloodSplat |
|
|
HunterMuzzleFlash |
Exactly what it says it is |
Entity, Attachment |
GunshipMuzzleFlash |
Exactly what it says it is |
Entity, Attachment |
ChopperMuzzleFlash |
Exactly what it says it is |
Entity, Attachment |
AirboatMuzzleFlash |
Exactly what it says it is |
Entity, Attachment |
AR2Impact |
A small flash of energy on a surface |
Origin, Normal |
AR2Explosion |
Pulse-rifle-schemed explosion. |
Origin, Normal, Radius |
AR2Tracer |
Self-describing. Visible from all directions except under it. |
Origin, Scale, Flags (TRACER_FLAG_WHIZ), Start |
HelicopterTracer |
Similar to GunshipTracer effect |
|
AirboatGunTracer |
Similar to the Pulse-rifle Tracer, only visible from above. |
|
AirboatGunHeavyTracer |
Makes a bigger version of the Pulse-rifle Tracer. |
|
GaussTracer |
Golden fading line |
|
HunterTracer |
|
|
StriderTracer |
Similar to AR2 tracer |
|
GunshipTracer |
2x the size of the pulse-rifle tracer |
|
HelicopterImpact |
Plays a flesh hit sound in player's game, the AR2impact effect and a sparkles effect. |
|
AirboatGunImpact |
Makes a wooden, high-pitch "knock" sound |
|
Impact |
Makes a bullet impact effect, with respective effects for the material |
Entity, Origin, Start, SurfaceProp, DamageType, HitBox |
Impact_GMOD |
Same as "Impact" but supports IMPACT_ flags |
Flags |
ImpactGauss |
Makes a plastic impact sound, no visible effects |
|
ImpactJeep |
Makes a plastic impact sound, no visible effects |
|
AntlionGib |
Sprays antlion innards everywhere |
|
CrossbowLoad |
A small burst of sparks |
|
VortDispel |
A large green pulse of energy that travels along the ground |
Origin |
ThumperDust |
A circle of dust that spreads outward |
Origin, Scale, Entity |
StriderBlood |
Looks like a giant spray of turds, commonly used by mingebags in sandbox |
|
StriderMuzzleFlash |
Muzzle flash of the striders pulse cannon |
|
cball_explode |
A small flash and a bigger burst of sparks |
|
cball_bounce |
A small flash and a burst of sparks |
|
ImpactGunship |
Makes a plastic impact sound, no visible effects |
|
HL1ShellEject |
|
Origin, Angles, Start, Entity, Flags (0 = shell, 1 = shotgun shell) |
HL1Gib |
A spray of giblets, they may have missing models or textures if you haven't mounted Half-Life: Source correctly |
|
HL1GaussWallImpact1 |
|
Origin, Magnitude |
HL1GaussWallImpact2 |
|
Origin, Normal |
HL1GaussWallPunchEnter |
|
Origin, Normal |
HL1GaussWallPunchExit |
|
Origin, Normal, Magnitude |
HL1GaussReflect |
|
Origin, Normal, Magnitude |
HL1GaussBeamReflect |
|
Start, Origin, Flags (Acts as a bool. 0 = secondary fire, 1 = primary file) |
HL1GaussBeam |
|
Entity, Origin, Flags (Acts as a bool. 0 = secondary fire, 1 = primary file) |
EjectBrass_338Mag |
CSS bullet shells |
Origin, Angles, Flags (Acts as velocity) |
EjectBrass_762Nato |
CSS bullet shells |
Origin, Angles, Flags (Acts as velocity) |
EjectBrass_556 |
CSS bullet shells |
Origin, Angles, Flags (Acts as velocity) |
EjectBrass_57 |
CSS bullet shells |
Origin, Angles, Flags (Acts as velocity) |
EjectBrass_12Gauge |
CSS bullet shells |
Origin, Angles, Flags (Acts as velocity) |
EjectBrass_9mm |
CSS bullet shells |
Origin, Angles, Flags (Acts as velocity) |
CS_MuzzleFlash_X |
CSS X shaped muzzle flash |
Origin, Angles, Flags (Acts as velocity) |
CS_MuzzleFlash |
CSS muzzle flash |
Origin, Angles, Flags (Acts as velocity) |
MuzzleEffect |
HL2 muzzle flash |
Origin, Angles, Scale |
MetalSpark |
The spark effect when a bullet strikes something made of metal |
Origin, Normal |
ElectricSpark |
Appears to make a small puff of smoke. Use SetMagnitude to add sparks. |
Origin, Magnitude, Scale, Normal |
Sparks |
Generic sparks, play with SetMagnitude, SetScale and SetRadius for desired effects |
Origin, Magnitude, Scale, Normal, Radius |
waterripple |
Creates a water ripple on a water surface when origin is near water. |
|
gunshotsplash |
A small splash, like when you fire a gun into water |
|
watersplash |
A small splash, like when you toss a prop into water |
Origin, Scale |
TracerSound |
Whoosh |
|
ParticleTracer |
More stupid red X's, I'm certainly doing something wrong here |
Origin, Entity, Start, HitBox, Flags (TRACER_FLAG_WHIZ) |
Tracer |
The default bullet tracer effect |
|
ShotgunShellEject |
Shotgun shells |
Entity, Origin, Angles |
RifleShellEject |
SMG/Rifle shells |
Entity, Origin, Angles |
ShellEject |
Pistol shells |
Entity, Origin, Angles |
RagdollImpact |
Grey dust like when you shoot a ragdoll at a wall |
|
HelicopterMegaBomb |
A large, bright flash |
Origin |
WaterSurfaceExplosion |
The explosion effect you get when you detonate grenades underwater |
|
Explosion |
We all know exactly what this does |
Origin, Magnitude, Scale, Flags (list) |
HunterDamage |
Sprays a bunch of flakes of material that resemble the hunters exoskeleton |
|
BloodImpact |
A splatter of blood, the same one used when bullets hit a player |
|
bloodspray |
A long spray of blood, set flags = 3, color = 0, scale = 6 for best results |
|
WheelDust |
A large puff of barely visible brown dust |
Origin, Normal, Scale |
ShakeRopes |
Didn't do anything in my test |
|
ParticleEffectStop |
Used internally to stop particle effects started by "ParticleEffect" effect. |
|
ParticleEffect |
Spawns an orangebox particle effect, used internally by ParticleEffect and ParticleEffectAttach |
|