Author Topic: Scaling all particles in an explosion without creating un-necessary datablocks  (Read 2441 times)

I have a bomb (vehicle), and in the interest of saving datablocks, I'm using the standard vehicleFinalExplosionEmitters, and I only changed the projectile/explosion for a different damage type/amount/radius.

Is a way to uniformly increase the particle sizes without creating any new emitter/particle datablocks? If so, could somebody please point me on the right track to finding this as I'm stumped right now.

I tried researching this first, and the only thing I could find was to scale the projectile, however this doesn't appear to change the size of the explosion particles, only the damage that is done, and the physical projectile shape (although in this case there is none, its lifetime is 0).
Creating new emitter's isn't the end of the world, I just like to optimize everything as much as I possibly can.

Oops, I meant to put this in coding-help, sorry.


this should be on code help

this should be on code help
Oops, I meant to put this in coding-help, sorry.
You are a dumbass, Jak.



inb4everyoneonthistopicisahan dicapthatcantreadthesecondpos t

inb4everyoneonthistopicisahandicapthatcantreadthesecondpost
Aware yet again seems to make the topic worse.


inb4everyoneonthistopicisahandicapthatcantreadthesecondpost
This.

@ BobAndRob: Just lock it and start a new one.

inb4everyoneonthistopicisahandicapthatcantreadthesecondpost
This.

@ BobAndRob: Just lock it and start a new one.
Agreed.