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Void emit Particles Question

by Brian "Bazz" Staudinger · in Torque Game Engine · 01/19/2004 (9:10 pm) · 3 replies

Can anyone tell me how the engine tells the difference between these three 'void emitParticles' types?
from particleEngine.h

   void emitParticles(const Point3F& start,
                      const Point3F& end,
                      const Point3F& axis,
                      const Point3F& velocity,
                      const U32      numMilliseconds);
   void emitParticles(const Point3F& point,
                      const bool     useLastPosition,
                      const Point3F& axis,
                      const Point3F& velocity,
                      const U32      numMilliseconds);
   void emitParticles(const Point3F& rCenter,
                      const Point3F& rNormal,
                      const F32      radius,
                      const Point3F& velocity,
                      S32 count);

For my game I have modified player.cc to emit footpuff particles constantly . My problem is that the particles do not act like the emitter datablock states they should.. they act like type three from the example code.

I dont know enough C++ to figure this out?

or is there an better way to attach a particle emitter to a player model?

#1
01/19/2004 (10:00 pm)
The method calls are differentiated by their arguments. If you look, each one has a unique set of parameters. That's how the compiler tells them apart.

Perhaps your datablock isn't compiling correctly?
#2
01/19/2004 (10:51 pm)
Thanks allot Ben , I was starting to come to that conclusion myself , but it just seemed too strange to be true. :)

Funny thing , its only the Phi and Theta settings that dont work ,, I can change the colour and speed and gravity ok from the datablock in player.cs.
and when i use the particle editor to put the emmiter in the map , the Phi and Theta settings work fine.

Ill keep trying,,i think im getting close , I now see that in 'void ParticleEmitter::addParticle' is where Phi and Theta settings are used

Im thinking my datablock is ok but i will look into it.
#3
01/20/2004 (12:46 am)
Ok I changed to type two and it works fine now + I was missing lifetime in the data block

I think the main problem was that type three randoms the axis.

thanks again.