Pretty nice laser, 10101. So you've taken to deciphering the particle scripts... Try not to frustrate yourself in there
Reversing the flow of particles is a little trickier: You have to set a child particle's target to ORIGIN (=where the parent came from) and probably life type to F_TARG (which makes a particle die when it reaches its target). You can use invisible particles for the outgoing parent ones so you only see those that are incoming towards the origin. I've done reversals a few times in the existing scripts--a quick search for ORIGIN will find them in the .xt. (Like Laser4, and the Implode explosion.)
Often times while messing with particles you'll get all kinds of unexpected results, and those can be cool, too.
Post by Aves Dominari on Feb 17, 2013 14:33:35 GMT -5
I took a few forays into that territory, but besides a very light amount of editing I never even tried to do anything ;p The fact that you managed to get something out of the particles without a guide is pretty impressive, 10101.
I know sometimes particles may not look as good in static images (compared to a video), but it would be useful if you'd attach a quick screenshot of the best appearance of your particles, so others don't have to actually attach it to an item and load it up just to see what it looks like.
I should tell you this to help out with the basics: PRO (projectile) particles are fired as a single shot, from target to origin--they carry the actual damage information of the bullet. On the other hand, when an explosion goes off a BLA (blast) particle is sent from the origin to EVERY SINGLE cell that is within the blast radius (as long as the damage can make it there), so you have a LOT more of those flying out at once.
So i spawned a lot of emitters instead of a single one and the question is, how to spawn a single one.
An "emitter" is a term referring to a particle that simply emits other particles and doesn't really show anything itself. I use it just to help organize and understand what's going on in the design of a single particle.
As for BLA particles, those aren't really "emitters", and therefore you can't spawn fewer than the number of cells that will be hit. One reason being they carry the actual damage information. The only thing you can do there is make them invisible and spawn the effect separately, but it looks like you've already been able to do that.
I do see that it may be useful to be able to spawn a single particle to help with the effects of an explosion (if that's what you're referring to here). Maybe I can add a new particle type or method that always spawns only a single particle at the explosion origin, and you can do whatever you want with it. The current system is best from a gameplay standpoint though because it ensures proper result feedback from the blast.
You could do one with multiple layers by having the BLA particles first emit another particle type that inherits their target, while delaying the BLA particles themselves (under movement settings). You'd have to have the other particles have collisions off since they'd have to pass through any blocking terrain that BLA would normally remove, though.