Author Topic: How do you loop a particle animation infinitely?  (Read 1073 times)

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

Code: [Select]
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?