Marcousik Posted May 24, 2020 Share Posted May 24, 2020 Look please at that video out of a map 4096*4096 Emitters are strangely summoning all particles at one time... Particles are going her way as defined in the editor...then all particles disappear together. are particles not supposed to be summoned randomly ? Did anybody had to to with this? thx TEMP 2020-05-24 22-13-15.mp4 Quote Link to comment Share on other sites More sharing options...
Josh Posted May 25, 2020 Share Posted May 25, 2020 There is a setting that will do that. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted May 25, 2020 Share Posted May 25, 2020 When does this happen? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Marcousik Posted May 25, 2020 Author Share Posted May 25, 2020 Hello and thx for answer. I made more tests. And it is clear that it happens after a long time of loading vegetation models on the map but not edited with the vegetation tool whereas generated with script. Disabling the script-loaded vegetation make the map load quicker and emitters are back normal. Edit you mean this: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Emitter_SetReleaseQuantity Edit2: Solutions Seems to be solved if the emitters are created with a script running after the world is rendered, so a few second after start() finished is enough to let the emitters run normal - as expected. Editor created emitters and emitters scripted in start function seem to be disturbed through a longer map loading time... > Or add this little script to the editor-created emitters - it will solve the bug and will have almost no performances cost: Quote function Script:Start() self.emitter = tolua.cast(self.entity,"Emitter") self.Timer=Time:GetCurrent() self.korrigiert=false end function Script:UpdateWorld() if Time:GetCurrent()-self.Timer>50000 and self.korrigiert==false then --//--- 50000 or more depends on loading map time !! --//--- self.emitter:SetReleaseQuantity(1) self.korrigiert=true elseif self.korrigiert==true then System:Print("Bye bug! ") self.entity:SetScript(nil) end end Here on the video see the bug be solved ^^ on the flames and red smoke TEMP 2020-05-26 21-56-59.mp4 Quote Link to comment Share on other sites More sharing options...
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