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sonosublime 1 apr om 8:56nm
Continuous particle effects
Hi all,

Does anyone know how to make a particle 'reset' and go off again? eg. if I have someone being shot repeatedly in the same place and would like to have blood effects continually appear. Or when I have someone firing an automatic weapon and would like the muzzle flash to go off continually.

Is there a way to do this without having to create multiple particle animation sets?
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Pte Jack 1 apr om 10:34nm 
Not that I am aware of, besides, not every gun shot is going to occur at the exact same instance if they were grouped...
TheFrozenMonkeyKing 1 apr om 11:38nm 
I often use the blood_trail for blood that just keeps on coming. And for the muzzle I often resize the minigun_constant_core
sonosublime 2 apr om 4:24vm 
I've tried out the blood_trail (droplets) particles, but is there a way to extend it? I've tried increasing the emission and lifetime, but the effect still only lasts for ~2 secs.

Also, what is the difference between normal and 'dx80' particle files?
Christoffer395 2 apr om 6:03vm 
Normal particles are, as the name implies, normal. Dx80 on the other hand are used by low-end computers, uses cheaper/fewer effects.
sonosublime 3 apr om 4:42vm 
Thanks for the reply.

Do you know is there is a way to extend the particle effect? Increasing emission and lifetime does not seem to do anything. Is blood_trail not a continuous effect?
TheFrozenMonkeyKing 3 apr om 5:08vm 
I don't think that is possible.
Christoffer395 3 apr om 7:37vm 
Inside the particle editor under "Emitter" there should be a thing called "emit_continously". Go to emission_duration and change it to 0 so it will loop.
sonosublime 3 apr om 7:24nm 
Where exactly do I do this? In the particle editor tool? Should I create a separate copy of the particle before I start messing around with it?
Laatst bewerkt door sonosublime; 3 apr om 7:24nm
Christoffer395 4 apr om 12:24vm 
Right click on your particle and select "Instance Particle System", this will allow you to edit the particle. Now right click on your particle again and select "Show in Element Viewer > Particle System".

Under "particleSystemDefinition" click on the [...] button and follow the instructions of my previous comment.
sonosublime 6 apr om 3:23vm 
Sweet, that's awesome! Thanks for telling me how to do that. Is it possible to change all particle systems so that they emit continuously like this? And are there any downsides to changing a particle's emission_duration to 0?
Christoffer395 6 apr om 7:32vm 
Origineel geplaatst door sonosublime:
Sweet, that's awesome! Thanks for telling me how to do that. Is it possible to change all particle systems so that they emit continuously like this? And are there any downsides to changing a particle's emission_duration to 0?
You can't change all particle's emission duration at once, you'll have to do it one at a time. There is no downside of changing their emission duration to 0, haven't encountered any issues.
sonosublime 15 apr om 7:03nm 
Sorry to revive this old topic, but could someone please tell me how to make impact particles emit continuously (i.e. when someone is hitting the wall with an automatic weapon).

I would like to make the impact_concrete particles go off continuously, but in the particle editor, there is no 'emit_continuously' under 'Emitter'. There is only 'emit_instantaneously'.
sonosublime 18 apr om 7:11nm 
Bumping
Pte Jack 19 apr om 2:28vm 
Go into the particle, find the Lifetime random initiator. change lifetime_max to .002 and lifetime_min to .002... See if that does something for you. you may also have to set the setting for the random initiator for the 2 child particles as well. Same fields, .0002 and .0002.
Laatst bewerkt door Pte Jack; 19 apr om 3:01vm
sonosublime 21 apr om 8:53nm 
Thanks for the response. In the particle editor tool, I created a duplicate of 'impact_concrete' (in the TF2 'impact_fx' particles folder) and tried decreasing the lifetime_max/min values. The smoke bursts appear to happen more frequently, but still nowhere what I need to simulate automatic gunfire striking a wall.
Laatst bewerkt door sonosublime; 21 apr om 9:16nm
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