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Particle Emitter Spawn

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    Particle Emitter Spawn

    I noticed some of the comes-with-UDK particle effects have, for example
    burst set to 1 and constant set to 6 (this comes from P_WP_ShockRifle_ball)
    whats the point of that? why not set the constant to 7 and get the same thing.

    Also in video tutorials everyone uses burst to spawn 1 particle, say a core element that remains. So they want to have just one particle spawned. They'll set the burst to 1, and loop to 1, which I don't get. Why not set constant to 1 or 2 and max draw to 1? constant won't emit another particle until the first one dies, so its not a lifespan thing.

    Are there other benefits to burst other than the ability to turn on and off the particle emitter? Or to rephrase, is there a purpose for burst other than to literally burst a set of particles? like is there something to do with coding and weapons that one would want burst?

    #2
    because with burst, you guarentee that it will burst at the time listed. Likely, set to 0, so that means that no matter what, the effect will always fire off a particle when the system spawns. They are very, very useful.

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      #3
      Thanks! just did a test with 2 emitters, and you are exactly right(you knew that but I was following up).
      Burst will emit sooner than spawn. so an spawned emitter rate of 7 is the same particle count as burst of 1, spawn of 6, except that the bursted emitter will emit sooner.

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