@AmenMoses the particles are awesome - thanks.
Is it intended to be able to create multiple emitters in the same script. Just wondering if that is correct way of using the particle system...
This works but only if you create each emitter in succession like this:
function toonsmoke_emitter_init(e)
-- // load images
-- // emitter 1
local imageFile1 = ParticlesLoadImage( "effectbank\\mydecals\\SmokeBall_White.png" ) -- // SmokeBall_Grey.png
-- // emitter 2
--local imageFile2 = ParticlesLoadImage( "effectbank\\mydecals\\SmokeBall_White.png" ) -- \\ DW_CloudExplode.dds
-- // create emitter1
local emitter1 = ParticlesGetFreeEmitter()
-- // set the emitter1 values
ParticlesAddEmitterEx( emitter1, 1/4, 1, -- // id, anim speed, start random angle (0 no 1 yes)
0, 10, 0, 0, 10, 2, -- // offset: minX, minY, minZ, maxX, maxY, maxZ
0.3, 25, 2, 60, -- // scaleStart: min, max, scaleEnd: min, max
-0.07, 0.2, -0.02, 0.06, 0.7, 0.04, -- // movementSpeed: minX, minY, minZ, movementSpeed: maxX, maxY, maxZ
-0.1, 0.4, 1000, 6000, -- // rotateSpeed: minX, maxZ, lifeMin, lifeMax
40, 50, 0, 8, -- // alphaStart: min, max, alphaEnd: min, max
40, -- // frequency with which particles are spawned in milliseconds
e, -- // particles will be spawned at the location of the given entity ( e or -1 )
0, -- // particles spawned at limb if applicable ( or 0 )
imageFile1, -- // specified imageFile value will be used ( see ParticlesLoadImage )
64 ) -- // imageframe for custom images specifies number of frames ( 64, 16 or 4 )
-- // create emitter2
local emitter2 = ParticlesGetFreeEmitter()
-- // set emmitter2 values
ParticlesAddEmitterEx( emitter2, 1, 1,
0, 16, 0, 0, 16, 0,
2, 4, 2, 6,
-0.08, 0.3, -0.08, 0.08, 0.6, 0.08,
-0.1, 0.1, 4000, 4000,
60, 95, 0, 0,
30, e, 0, imageFile1, 64 )
end
Just playing to create a toon like smoke effect
In GG:
Reliquia....
aka OldFlak
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.