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?
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?
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?
#2
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.
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
I think the main problem was that type three randoms the axis.
thanks again.
01/20/2004 (12:46 am)
Ok I changed to type two and it works fine now + I was missing lifetime in the data blockI think the main problem was that type three randoms the axis.
thanks again.
Associate Kyle Carter
Perhaps your datablock isn't compiling correctly?