Diminishing number of particles per run
by Thomas Andersson · in Torque Game Builder · 03/18/2007 (4:13 pm) · 0 replies
Hi.
I've recently started goofing off in TGB (again) and was just playing around with the new drag and drop stuff in the editor. I decided to mount a particle effect to a player controlled beast that would give off an effect while a key was held down and stop when it was released. The code below works nicely on the first few runs, but after a few restarts (run game from the editor) the particles start to thin out. Eventually I'm down to no particles at all after about 10-15 restarts.
The particle effect is placed out in the editor and not created / deleted or modified by me in script other than what's in the snippet below (there named "pMonEff"). My editor has been flakey and crashing quite often - so this may just be a bug in the particle system or in the editor interfacing with it.
Does anyone have similar issues or experience with this?
edit: It is easy to get this working with spawning the effect by myself in script. I'm wondering if there is a problem with how things work in the editor.
I've recently started goofing off in TGB (again) and was just playing around with the new drag and drop stuff in the editor. I decided to mount a particle effect to a player controlled beast that would give off an effect while a key was held down and stop when it was released. The code below works nicely on the first few runs, but after a few restarts (run game from the editor) the particles start to thin out. Eventually I'm down to no particles at all after about 10-15 restarts.
The particle effect is placed out in the editor and not created / deleted or modified by me in script other than what's in the snippet below (there named "pMonEff"). My editor has been flakey and crashing quite often - so this may just be a bug in the particle system or in the editor interfacing with it.
Does anyone have similar issues or experience with this?
function updatePlayer()
{
schedule(60, 0, "updatePlayer");
%rot = 0;
if ( pMon.pressLeft )
%rot = -pMon.turnSpeed;
if ( pMon.pressRight )
%rot += pMon.turnSpeed;
pMon.setAngularVelocity(%rot);
%angle = pMon.getRotation();
if ( pMon.pressUp )
{
pMon.setConstantForcePolar(%angle, pMon.accSpeed, true);
pMonEff.playEffect(false);
}
else
{
pMon.setConstantForcePolar(%angle, 0, true);
pMonEff.stopEffect(true, false);
}
}edit: It is easy to get this working with spawning the effect by myself in script. I'm wondering if there is a problem with how things work in the editor.
About the author