Particle Systems - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Particle Systems (/thread-6506.html) |
Particle Systems - Crunchygoblin - 02-07-2011 Is there a way to activate a particle system the same way you can with a entity. something like SetActiveParticleSystem ("Blah blah") RE: Particle Systems - Thomas - 02-07-2011 http://wiki.frictionalgames.com/hpl2/amnesia/script_functions CreateParticleSystemAtEntity CreateParticleSystemAtEntityExt DestroyParticleSystem RE: Particle Systems - Tottel - 02-08-2011 So I don't have to start a new topic: Can you use that as well on an 'empty/non-visible' entity? RE: Particle Systems - Acies - 02-09-2011 Yes, you may create it at a script area. RE: Particle Systems - Ongka - 02-09-2011 For example: CreateParticleSystemAtEntity("blood", "ps_blood_tiny_stream.ps", "AreaBlood", false); .... DestroyParticleSystem("blood"); RE: Particle Systems - Anxt - 03-04-2011 Hi, new to these forums, so sorry if I'm posting in an outdated thread. I have been attempting to add particle effects to my map when a particular action is taken (in this case, using an item on an entity). I have: CreateParticleSystemAtEntity("E1PS", "ps_orb_light_core.ps", "PSE1", true); I know my names are meaningless, but its exactly how it is worded in my code, maybe there's a typo I don't see. Yet upon using the action, no particle effects are generated. I have preloaded the one I want, and I have the Create function inside the function that is called when the player uses the item. Anyone know why it isn't being created? I have tried other methods as well, such as generating a PS inside a script area, but that failed as well. Thanks in advance for the help. P.S.(no pun intended ) I have also noticed that if I place a particle system in a map, and set it to inactive inside the level editor, it remains active when in the game. Why is that? |