I'm working on flower petal particles that sway back and forth for the animation but also spin randomly, thing is, the animation only plays 3 or 4 times then it stops until someone re-sends the brick properties data
datablock ParticleData(PetalParticle)
{
dragCoefficient = 0;
windCoefficient = 5.0;
gravityCoefficient = 0.3;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2048;
lifetimeVarianceMS = 0;
spinSpeed = 7.5;
spinRandomMin = -180.0;
spinRandomMax = 270.0;
useInvAlpha = true;
textureName = "add-ons/particle_flowerpetals/petal1";
animateTexture = true;
framesPerSec = 20;
//animTexName[0] = "add-ons/particle_flowerpetals/petal1";
animTexName[1] = "add-ons/particle_flowerpetals/petal2";
animTexName[2] = "add-ons/particle_flowerpetals/petal3";
animTexName[3] = "add-ons/particle_flowerpetals/petal6";
animTexName[4] = "add-ons/particle_flowerpetals/petal7";
animTexName[5] = "add-ons/particle_flowerpetals/petal8";
animTexName[6] = "add-ons/particle_flowerpetals/petal7";
animTexName[7] = "add-ons/particle_flowerpetals/petal6";
animTexName[8] = "add-ons/particle_flowerpetals/petal3";
animTexName[9] = "add-ons/particle_flowerpetals/petal2";
colors[0] = "0.25 0.25 0.25";
sizes[0] = 1;
times[0] = 0.01;
};
datablock ParticleEmitterData(Flower_Petal1Emitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 2;
ejectionVelocity = 1.5;
velocityVariance = 0.0;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "PetalParticle";
useEmitterColors = true;
uiName = "Flower Petals";
};
Using too high of a value in the frames per second parameter causes the particles to not be able to be spawned, so is there some way to make it loop infinitely?