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Cycling Particles


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#1 Springheel

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Posted 15 August 2017 - 10:07 AM

Is there no way to tell a particle to fire repeatedly from a func_emitter?

 

I want to create a small splash effect for a stream of water that falls into a pool and there is nothing suitable in the list.  The splash_water effects would probably work, but by default they only play once.  Is there no way to cycle them without creating a new particle?

 

 



#2 Goldwell

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Posted 15 August 2017 - 10:16 AM

Is there no way to tell a particle to fire repeatedly from a func_emitter?

 

I want to create a small splash effect for a stream of water that falls into a pool and there is nothing suitable in the list.  The splash_water effects would probably work, but by default they only play once.  Is there no way to cycle them without creating a new particle?

 

 

 

cycleTrigger doesn't loop single shot particles and that's the only spawnarg that controls such things I believe. You could just make the particle effect loopable and then call it something like "splash_water_loop" or something.


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#3 Springheel

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Posted 15 August 2017 - 10:31 AM

I'm surprised some kind of keyword to control that doesn't exist. Seems like it would be pretty handy if we could loop and wait particle effects the same way we can sounds.  The average mapper isn't going to want to edit particledefs.

 

On a related note, is there any way to tell from within DR whether a particle is set to cycle or not?  The particle viewer is set to autoloop by default and there doesn't seem to be a way to turn it off.



#4 grayman

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Posted 15 August 2017 - 11:44 AM

Another way to simulate looping would be to put the effect on a timer, and fire the timer every N seconds, where N is the life of the particle effect.



#5 Obsttorte

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Posted 15 August 2017 - 01:37 PM

You have to use a cycling particle. To achieve this you have to set the number of cycles to zero (in the particle editor).

 

I think cycleTrigger is meant to do exactly what you want with one shot particles (at lest from the description), but I haven't tested it and as Goldwell says the exact opposite I guess you have to test it.


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#6 Springheel

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Posted 15 August 2017 - 01:58 PM

I did try it, but it didn't do anything.  I think it only applies to triggered particles.



#7 Goldwell

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Posted 16 August 2017 - 12:34 AM

cycleTrigger will only loop particles that are already set to loop.

 

You can tell that by setting the "cycles" to "0" in the particle editor which is under the count/time tab. If you wish to use this for an FM you could just replace the particle by saving it into your FMs particles folder and call it the same name. If this is something considered for the core you could create "water_splash_loop" or something.


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