Game Development Community

Emitters that only happen once?

by Ezra · in Torque Game Builder · 05/02/2006 (11:56 pm) · 2 replies

*edit* just want to say that I figured stuff out, what I needed to be using was the keys/properties for the whole effect, and not each individual emitter in the effect.


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I'm really used to UnrealEd's particle editor, TGB/T2D's is kind of confusing and hard to use (imo at least)..

Even with the new particle editor GUI and graph I'm still unable to get an emitter inside a particle effect to fire off once and only once, right when the particle effect starts. They just want to keep spawning.

for example, I should be able to say I want 16 particles (and only 16 particles!) for an emitter, and I want it to create them at 8 particles per second. That would mean that in 2 seconds all 16 of my particles have been spawned, and no more will be spawned, unless I tell the emitter to "respawn dead particles", etc... How can I do this? The Quantity never seems to be the number I specify, 1 results in nothing (or a slow spawn ??), 30 results in an unknown amount that spawns sooner than a quantity of 4 would.

..just really frustrated right now :D

*edit*

it'd also be nice if I could specify a max amount of particles an emitter can have, so that if it goes over the max, it stops spawning particles, but as soon as one of those particles dies and it dips under the max it will start spawning again...

#1
05/03/2006 (9:14 am)
The particle editor is still a work in progress in the Level Builder and this is something I suspect will improve greatly in the near term. From a scripting perspective, everything you are asking for is there. On an emitter, you can set the quantity_base of particles to 16 and you can set the particlelife_base to 2. You can then tweak settings like speed or emissionforce to tweak how they get shot. You can also set how long and emitter should be visible and emitting.

I hear your frustration. I've gone back to use T2D 1.02 (to original release) since it has a functional particle editor. I suspect that since we used to have a reasonable one and now it's "gone", a much improved version is in the works. We'll just have to wait and see.
#2
05/03/2006 (9:15 am)
BTW, you should read the Particle Engine doc, if you haven't already. It lays out the philosophy of how it works and has some really nice samples.