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MOSParticle problems http://45.55.195.193/viewtopic.php?f=1&t=46229 |
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Author: | grave accent [ Thu Dec 14, 2017 3:12 am ] |
Post subject: | MOSParticle problems |
So, I have this MOSParticle i'm trying to get to work, but I have two issues. 1. it's not animating. 2. -1 LifeTime isn't preventing it from disappearing. code: Code: AddEffect = MOSParticle PresetName = Water Surface AddToGroup = Water Buyable = 1 GoldValue = 0 Mass = 0 GlobalAccScalar = 0 RestThreshold = -1 LifeTime = -1 AirResistance = 0 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = GraveWaters.rte/Shared/Wripple.bmp FrameCount = 8 Framerate = 9999 SpriteOffset = Vector X = 0 Y = 0 AngularVel = 0 Atom = Atom Material = Material CopyOf = Water TrailLength = 0 (it's buyable so that I can test it.) |
Author: | CaveCricket48 [ Thu Dec 14, 2017 3:28 am ] |
Post subject: | Re: MOSParticle problems |
I might be misremembering, but I think MOSParticles specifically animate based on how long they last - first frame when they spawn, and they animate through their lifetime, last frame appearing when they die. Your MOSParticle might not be animating because it has an endless LifeTime. Try putting a script on your particle that's just Code: function Update(self) self.ToDelete = false; end Or have a single script handle multiple particles. Which can also handle animating by manually spawning particles with specific frames at the right time. |
Author: | grave accent [ Thu Dec 14, 2017 3:39 am ] |
Post subject: | Re: MOSParticle problems |
CaveCricket48 wrote: I might be misremembering, but I think MOSParticles specifically animate based on how long they last - first frame when they spawn, and they animate through their lifetime, last frame appearing when they die. Your MOSParticle might not be animating because it has an endless LifeTime. Try putting a script on your particle that's just Code: function Update(self) self.ToDelete = false; end Or have a single script handle multiple particles. Which can also handle animating by manually spawning particles with specific frames at the right time. Well, that's my second problem, -1 lifetime isn't preventing it from death. Edit: and now i've tried giving it a lifetime, but it still didn't animate. |
Author: | CaveCricket48 [ Thu Dec 14, 2017 3:41 am ] |
Post subject: | Re: MOSParticle problems |
Did you try a script or something |
Author: | grave accent [ Thu Dec 14, 2017 3:48 am ] |
Post subject: | Re: MOSParticle problems |
Well, the script worked, it doesn't delete anymore. Still can't get it to animate, though. |
Author: | CaveCricket48 [ Thu Dec 14, 2017 3:53 am ] |
Post subject: | Re: MOSParticle problems |
Give the particles a lifetime that's the length you want the animation to be. Give the script a Destroy() block that spawns a particle in its place. That way when it dies, it creates a new particle, and accomplishes animation. |
Author: | grave accent [ Thu Dec 14, 2017 3:55 am ] |
Post subject: | Re: MOSParticle problems |
Well, I gave it a lifetime of 4000 before you gave me the script, and it still didn't animate. |
Author: | CaveCricket48 [ Thu Dec 14, 2017 3:57 am ] |
Post subject: | Re: MOSParticle problems |
Try setting the Framerate to 0 |
Author: | grave accent [ Thu Dec 14, 2017 4:01 am ] |
Post subject: | Re: MOSParticle problems |
Well, that appears to have done it. Thanks cave. Now I just gotta make it respawn, as it currently hangs on the final frame cause of the deletion prevention. |
Author: | CaveCricket48 [ Thu Dec 14, 2017 4:13 am ] |
Post subject: | Re: MOSParticle problems |
Code: function Create(self) self.animTimer = Timer(); end function Update(self) self.ToDelete = false; if self.animTimer:IsPastSimMS(4000) then self.ToDelete = true; end end function Destroy(self) local water = CreateMOSParticle("Water Surface"); water.Pos = self.Pos; MovableMan:AddParticle(water); end or something |
Author: | grave accent [ Thu Dec 14, 2017 4:24 am ] |
Post subject: | Re: MOSParticle problems |
WOO, that did it. Cave, you're a modsaver |
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