drarem Posted May 20, 2015 Share Posted May 20, 2015 I tried created particles in both Start() and Physics() using a state type variable and timer. Although I have self.emit:SetLoopMode(false) And I even do this, and have duration set to 1, it continues to churn out particles. I do a self.entity:Release() of the spawned object and the particles still continue. Thanks. Quote Link to comment Share on other sites More sharing options...
macklebee Posted May 21, 2015 Share Posted May 21, 2015 You will probably have to attach an example script for people to try. I have noticed that this command shouldn't be set each update as it appears to interrupt the particle emissions. Try this example and see if it works for you: function App:Start() self.window = Window:Create() self.context = Context:Create(self.window) self.world = World:Create() self.camera = Camera:Create() self.camera:Move(0,0,-3) self.emitter = Emitter:Create(10) self.emitter:SetParticleColor(1,0,0,1,0) self.emitter:SetParticleColor(0,0,0,1,1) loop = false self.emitter:SetLoopMode(loop) return true end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end if self.window:KeyHit(Key.Space) then if loop==false then loop = true else loop = false end self.emitter:SetLoopMode(loop) end Time:Update() self.world:Update() self.world:Render() self.context:SetBlendMode(Blend.Alpha) self.context:DrawText("Press SPACE to change loop mode",2,2) if(self.emitter:GetLoopMode())then self.context:DrawText("Particles will loop.",2,22); else self.context:DrawText("Particles will not loop.",2,22); end self.context:Sync() return true end Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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