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Particle Systems - Printable Version

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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Hi, new to these forums, so sorry if I'm posting in an outdated thread.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 Smile) 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?