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 Post subject: Fire-and-forget particle emitter
PostPosted: Thu Apr 26, 2012 6:31 pm 
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I'm attempting to add a particle emitter to a moving platform, but I'm having trouble getting the desired effect. I'd like it to pop out particles only when I trigger the emitter (not constantly like a chimney).

When I use a func_emitter:
- the particle orientation/position get locked to the moving platform. This looks awkward.
- if I re-trigger it before the end of the particle duration, the previous batch of particles instantly disappear.

When I use a func_fx:
- it has the same problem of the particles disappear if I re-trigger it before within the particle duration time.

When I use a func_smoke:
- The particles are not affected by the moving platform or orientation - that's great.
- It lets me trigger it as often/quickly as I'd like - that's also great.
- The problem is that it behaves like a smokestack - it constantly spews out particles like a chimney. A workaround is to trigger it and then re-trigger it again one frame later, but that screws up the particle timing.

I haven't been able to find any other particle emitter types. Any suggestions?


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 Post subject: Re: Fire-and-forget particle emitter
PostPosted: Fri Apr 27, 2012 3:29 am 
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Here's an idea I did once: when you do the trigger have the script spawn a func_emmiter at the origin of the mover with the preset attributes you want, then have it removed when it's done. I did stuff like this years ago: viewtopic.php?t=12352

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 Post subject: Re: Fire-and-forget particle emitter
PostPosted: Fri Apr 27, 2012 4:09 am 
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Cool, that should do the trick. Thanks!


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 Post subject: Re: Fire-and-forget particle emitter
PostPosted: Fri Apr 27, 2012 2:57 pm 
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Happy's idea is a good one, but use a func_explosion instead as they self remove, just dont give it any damage def or sound. All dependant on what you want that is.


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 Post subject: Re: Fire-and-forget particle emitter
PostPosted: Fri Apr 27, 2012 5:51 pm 
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S@TaNiC wrote:
Happy's idea is a good one, but use a func_explosion instead as they self remove, just dont give it any damage def or sound. All dependant on what you want that is.



Ohh, good idea! I would of had it spawn a func_damage & speaker to do those, didn't think of a func_explosion that would solve all those problems!

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 Post subject: Re: Fire-and-forget particle emitter
PostPosted: Sat Apr 28, 2012 2:11 am 
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Good tip - I tried it out and it fits the bill nicely. Thanks!


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