Author Topic: Controlling particle emission quantity  (Read 530 times)

Hi, everyone. I'm working on this weapon add-on thing and I'm trying to create an adequate particle emitter for a bullet's explosion. However, it appears to be creating way too many particles. How would I lower it?

Post the particle and particle emitter datablock.

Post the particle and particle emitter datablock.

Code: [Select]
datablock ParticleData(utaShrapnelParticle)
{
dragCoefficient      = 0.2;
gravityCoefficient   = 1;
inheritedVelFactor   = 1;
constantAcceleration = 0.0;
lifetimeMS           = 500;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.2 0.2 0.2 0.9";
colors[1]     = "0.9 0.9 0.9 0.0";
sizes[0]      = 0.4;
sizes[1]      = 0.5;

useInvAlpha = false;
};
datablock ParticleEmitterData(utaShrapnelEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 3.0;
   velocityVariance = 3.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 80;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "utaShrapnelParticle";

   uiName = "";
};

Increase ejectionPeriodMS (in utaShrapnelEmitter) or decrease lifetimeMS (in utaShrapnelParticle).

Set ejectionPeriodMS higher in utaShrapnelEmitter or lifetimeMS lower in utaShrapnelParticle.

Could you explain what those variables affect?

Could you explain what those variables affect?

particleEmitterData.ejectionPeriodMS; delay in milliseconds between each new emitted particle
particleData.lifetimeMS; delay in milliseconds until the particle disappears

particleEmitterData.ejectionPeriodMS; delay in milliseconds between each new emitted particle
particleData.lifetimeMS; delay in milliseconds until the particle disappears

Thanks.