Announcement

Collapse
No announcement yet.

Emitter issues

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Why make things more complicated than they need to be?

    Code:
    var class<Emitter>      mMuzFlashClass;
    var Emitter             mMuzFlash3rd;
    
    function Destroyed()
    {
        if (mMuzFlash3rd != None)
            mMuzFlash3rd.Destroy();
    
    	Super.Destroyed();
    }
    
    simulated event ThirdPersonEffects()
    {
        if ( FlashCount > 0 )
         {
            if (mMuzFlash3rd == None)
            {
                mMuzFlash3rd = Spawn(mMuzFlashClass);
                AttachToBone(mMuzFlash3rd, 'tip');
            }
            if (mMuzFlash3rd != None)
            {
                mMuzFlash3rd.SpawnParticle(1); // if the emitter needs to spawn more particles
                                                                     //increase this number; for example a muzflash
                                                                     //that spawns a load of sparks. SpawnParticle(20) would work fine
            }
        }
    }
    
    defaultproperties
    {
        mMuzFlashClass=class'XEffects.NewMinigunMFlash'
    }
    Simple as that

    Leave a comment:


  • replied
    I see a few obvious solutions that I'd very much doubt someone of your experience would not have considered already... but here goes.

    Set InitialParticlesPerSecond and ParticlesPerSecond to 0 (zero), and add methods for starting and stopping the emission. The Start method sets the PPS values to whatever you need, the Stop method resets them to 0.

    Alternatively...

    Completely de-spawn the emitter when you don't need it. This is the way wheel dust and Manta hover dust is handled, so I doubt it is that performance intensive.

    Leave a comment:


  • replied
    Take a look at MinigunAttachment.uc, it uses an emitter muzflash now.

    Leave a comment:


  • started a topic Emitter issues

    Emitter issues

    How would I have a Emitter based class, only spawn emitters when I trigger it?

    (ie what settings would I have to modify?)

    I'm using an Emitter for a muzzle flash as opposed to xEmitter
Working...
X