Juliena Posted January 16, 2016 Share Posted January 16, 2016 Right! Off the bat I'll admit that I'm not particularly good with particle scripts, so I'm sorry if what I'm asking seems ridiculous, easy, impossible or a mix of the three. I've made a particle script, they burst out to either side of the character and then target a prim formed. My question is whether you can make particles work like a checkpoint system. Like, they will target one key, then another key, then another, etc. To make them move in a predictable pattern that can be controlled by these waypoints.Any help would be appreciated, thanks. Link to comment Share on other sites More sharing options...
steph Arnott Posted January 16, 2016 Share Posted January 16, 2016 lets look at what you wrote. Link to comment Share on other sites More sharing options...
Qie Niangao Posted January 16, 2016 Share Posted January 16, 2016 Juliena wrote: My question is whether you can make particles work like a checkpoint system. Like, they will target one key, then another key, then another, etc. To make them move in a predictable pattern that can be controlled by these waypoints. Sure, but that's a scripting function, not a feature of a static particle system. That is, you can program mutliple calls to change the particle system such that it moves from target to target, and that will work fine. One of the glories of particles, however, is that they'll continue to work, viewer-side, without any script activity nor object updates; the desired behaviour here will require script-initiated updates to the particle system to re-target the particles. Link to comment Share on other sites More sharing options...
Rolig Loon Posted January 16, 2016 Share Posted January 16, 2016 Yes, you could run your particle system in a timer event, for example, and plan on changing the target UUID ( PSYS_SRC_TARGET_KEY ) each time the timer triggers. It could make an interesting fireworks display or a laser ball. EDIT: Yeah ... What Qie said ^^ :smileywink: Link to comment Share on other sites More sharing options...
Juliena Posted January 17, 2016 Author Share Posted January 17, 2016 Right! That's brilliant, thank you very much both of you. I'd not considered using a timer to change the UUIDs after some time. I maaaay be back asking for a bit more help on some of the bits on this in the future, but for the time being, thank you very much! Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted January 22, 2016 Share Posted January 22, 2016 From what I understood, he wants the same particle to move between several points during its path before disappearing. If that is the case, it's not possible, but what you could do in that situation, is create a particle effect with the flag PSYS_PART_FOLLOW_SRC_MASK and then move the source object through a set of coordinates. Link to comment Share on other sites More sharing options...
Qie Niangao Posted January 23, 2016 Share Posted January 23, 2016 Wulfie Reanimator wrote: From what I understood, he wants the same particle to move between several points during its path before disappearing. Y'know, re-reading the OP, you may well be right that it's supposed to be the same particle moving around a path of waypoints (as opposed to switching among targets from a single origin). If so, yeah, moving around the emitter (perhaps in a KFM loop) may be the best approach. Depending on intended particle dynamics (transitions of color, scale, orientation, etc.), it may be that having separate emitters at the waypoints would be as good (and would certainly send fewer updates, if any). Link to comment Share on other sites More sharing options...
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