| ManhackSparks |
A large fountain of sparks |
Origin, Normal, Angles |
| TeslaZap |
Lightning |
Attachment, Entity, Origin, Scale |
| 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 |
Color, Origin |
| GunshipImpact |
A small pink pulse of energy, leftover from HL2 E3 demo, may not have been ever used. |
Origin |
| 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 |
Normal, Origin |
| RPGShotDown |
A large yellow flash and a metallic clanging sound |
Origin |
| GlassImpact |
A small spray of glass shards, like when you shoot breakable windows |
Normal, Origin |
| StunstickImpact |
A small flash and a few sparks |
Normal, Origin |
| PhyscannonImpact |
The orange lightning beam that comes out of the grav gun when you punt something |
Entity, Origin |
| 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 (end pos), Scale, Flags (TRACER_FLAG_WHIZ), Start (start pos) |
| HelicopterTracer |
Similar to GunshipTracer effect |
Same as AirboatGunTracer + Flags |
| AirboatGunTracer |
Similar to the Pulse-rifle Tracer, only visible from above. |
Entity, Attachment, Scale, Origin |
| AirboatGunHeavyTracer |
Makes a bigger version of the Pulse-rifle Tracer. |
Same as AirboatGunTracer |
| GaussTracer |
Golden fading line |
Start, Origin, Scale, Flags (TRACER_) |
| HunterTracer |
Probably unused early version of Hunter Flechette trail. |
Same as GaussTracer |
| StriderTracer |
Similar to AR2 tracer |
Same as GaussTracer |
| GunshipTracer |
2x the size of the pulse-rifle tracer |
Same as GaussTracer |
| HelicopterImpact |
Same as Impact, but without creating decals, and adding the AR2Impact effect and a sparkles effect. |
Everything from Impact |
| AirboatGunImpact |
Same as HelicopterImpact, but without sounds. |
Everything from Impact |
| Impact |
Makes a bullet impact effect, with respective effects for the material |
Entity, Origin (end pos), Start (start pos), SurfaceProp, DamageType, HitBox |
| Impact_GMOD |
Same as "Impact" but supports IMPACT_ flags |
Everything from Impact and Flags |
| ImpactGauss |
Same as Impact but with bigger (2x) impact effects. |
Everything from Impact |
| ImpactJeep |
Same as ImpactGauss. |
Everything from Impact |
| AntlionGib |
Sprays antlion innards everywhere |
Origin, Normal, Scale |
| CrossbowLoad |
A small burst of sparks |
Entity, Attachment |
| 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 |
Same as ImpactGauss, but with even bigger effects (3x) |
Everything from Impact |
| HL1ShellEject |
If Half-Life: Source is mounted, produces Half-Life: Source shells. |
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 |
Mimics "near miss" sounds, if the player was near the ray. |
Origin (end pos), Flags, Start, Attachment |
| ParticleTracer |
Used by the engine for util.ParticleTracer and util.ParticleTracerEx |
Origin, Entity, Start, HitBox, Flags (TRACER_FLAG_WHIZ) |
| Tracer |
The default bullet tracer effect |
Entity, Origin, Start, Attachment, Scale (velocity multiplier) |
| 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. Meant to hit clientside ragdolls as if they are hit by bullets. |
Origin, Start, DamageType |
| 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 |
Color, Normal, Origin, Scale |
| 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. Used for Half-Life 2: Episode 2 Jalopy. |
Origin, Normal, Scale |
| ShakeRopes |
Supposed to shake ropes near given position. |
Magnitude, Origin, Radius |
| ParticleEffectStop |
Used internally to stop particle effects started by "ParticleEffect" effect. |
|
| ParticleEffect |
Spawns an orangebox particle effect, used internally by ParticleEffect and ParticleEffectAttach |
|