So I'm having an issue creating a simple raindrop projectile, due to this particle issue here. What's going on here is I'm trying to have the projectileemitter not spawn multiple instances of the image, and instead just have one and stick with it as it lags since the image has alpha and Blockland's alpha blending is so slow it's ridiculous.
Basically I just need to know how to make this code ONLY spawn ONE instance of the image for the projectile to use all the way through. This is being used as the particleEmitter of the projectile:
datablock ParticleData(WMRainTrailParticle)
{
dragCoefficient = 0;
gravityCoefficient = 0.777;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
textureName = "./Data/Images/Raindrop.png";
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "0.2 0.2 0.4 0.5";
colors[1] = "0.2 0.2 0.4 0.5";
colors[2] = "0.2 0.2 0.4 0.5";
sizes[0] = 0.2;
sizes[1] = 0.2;
sizes[2] = 0.2;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(WMRainTrailEmitter)
{
periodVarianceMS = 1;
ejectionVelocity = 0.25;
velocityVariance = 0.0;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 0;
phiReferenceVel = 0;
phiVariance = 0;
overrideAdvance = true;
particles = "WMRainTrailParticle";
useEmitterColors = true;
uiName = "Raindrop Trail";
};
Thanks :)