Persistance impact effects [Solved]
Posted: Thu Dec 03, 2015 5:37 pm
by ZoomV
So I created this new explosion effect for a force power. The trouble is the effect doesn't play once and go away, rather it repeats infinitly. Which of course creates problems.
Here is the effect's .fx file
EDIT
Nevermind figured it out, it was the max particles property
Hidden/Spoiler:

Hidden/Spoiler:
[code]ParticleEmitter("Flash")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.5000, 0.5000);
BurstCount(2.0000,2.0000);
MaxLodDist(500.0000);
MinLodDist(300.0000);
BoundingRadius(30.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0635,0.0635);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.8000, 0.8000);
Hue(0, 160.0000, 170.0000);
Saturation(0, 255.0000, 255.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -40.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(75.0000);
}
Color(0)
{
LifeTime(0.0010)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.1990)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
ParticleEmitter("Flash")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.5000, 0.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(200.0000);
MinLodDist(100.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0635,0.0635);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.4000, 0.4000);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -40.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(45.0000);
}
Color(0)
{
LifeTime(0.0010)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.1990)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
}
}
[/code]
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.5000, 0.5000);
BurstCount(2.0000,2.0000);
MaxLodDist(500.0000);
MinLodDist(300.0000);
BoundingRadius(30.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0635,0.0635);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.8000, 0.8000);
Hue(0, 160.0000, 170.0000);
Saturation(0, 255.0000, 255.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -40.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(75.0000);
}
Color(0)
{
LifeTime(0.0010)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.1990)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
ParticleEmitter("Flash")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.5000, 0.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(200.0000);
MinLodDist(100.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0635,0.0635);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.4000, 0.4000);
Hue(0, 0.0000, 0.0000);
Saturation(0, 0.0000, 0.0000);
Value(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -40.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.5000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(45.0000);
}
Color(0)
{
LifeTime(0.0010)
Move(0.0000,0.0000,0.0000,255.0000);
Next()
{
LifeTime(0.1990)
Move(0.0000,0.0000,0.0000,-255.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
}
}
[/code]
Nevermind figured it out, it was the max particles property