Tested it, and it doesn't seem to work at this time. Or else I just don't know what I'm doing
This code results in particles that just are all spawned at the point of impact:
Code: Select all
[particlesystem_TRIROOKGUN_FX01]
{
class=CSimpleParticleSystem;
[properties]
{
pos = 0, 10, 0;
emitVector=0 1 0;
emitMul=0;
gravity=0;
colorMap=1.0 1.0 1.0 0.01 1.0 1.0 1.0 0.01;
texture=LightningStrike;
airdrag=0;
particleLife=60;
particleLifeSpread=10;
numParticles=45;
particleSpeed=3;
particleSpeedSpread=1;
particleSize=5;
particleSizeSpread=r2;
emitRot=1;
emitRotSpread=0;
directional=0;
}
air=1;
water=1;
ground=1;
count=3;
}
Now that I've read through it, it just doesn't look like it's quite done yet. Some minor requests:
1. I'd like a value called "TimeToStart", and have the system wait until then before beginning the particle system. Would be extremely handy for doing complex FX.
2. I'd really like a starting position XYZ and a way to move the birthplace of the particles over time.
3. I'd really, really like a way to set a "spawnrate" and generate spawnrate number of particles per tick.
Combine all three things with what's already in this, and aside from one last thing (animated bitmaps like the default smoke uses)... this would be a one-stop-shop. Because, when this thing works, it'll already be a very good replacement for the Heatcloud stuff I'm using now... but with the three things above, it'd be capable of doing stuff like the Nuke, but with less overall kludge. Just a thought.