- Mar 17, 2008
- 192
- 32
I'm not sure this is the appropriate forum for this thread, but seeing as how the PE tutorial is in the tutorials subsection here, I figured it is. Anyway, I'm having trouble with the particle editor, specifically with the initializer from above.
I'm trying to create a laser beam particle (I'll have to point out this is not for TF2, but I know there are lots of folks knowledgeable about the PE around here), and I noticed in the wiki that the "Move particles between CPs" initializer seems perfect. It is, but there's one problem - as soon as I add a "Lifespan decay" to kill off the particles, the beam spazzes out, and starts spawning new particles where the old ones died (and not in the beginning of the stream as it should)
It's probably a long shot, but has anyone managed to get this to work?
The only seemingly related info I could find was this on the wiki:
"Q: When I used the rope render type, it flickers around for some reason!
A: Rope rendering clicks onto the nearest particle when a particle dies, the only solution is to destroy and create all particles simultaneously."
However, my problem happens if I use render_animated_sprite instead of render_rope too, plus I'm not sure what "destroying and creating all particles simultaneously" really means in this case.
I'm trying to create a laser beam particle (I'll have to point out this is not for TF2, but I know there are lots of folks knowledgeable about the PE around here), and I noticed in the wiki that the "Move particles between CPs" initializer seems perfect. It is, but there's one problem - as soon as I add a "Lifespan decay" to kill off the particles, the beam spazzes out, and starts spawning new particles where the old ones died (and not in the beginning of the stream as it should)
It's probably a long shot, but has anyone managed to get this to work?
The only seemingly related info I could find was this on the wiki:
"Q: When I used the rope render type, it flickers around for some reason!
A: Rope rendering clicks onto the nearest particle when a particle dies, the only solution is to destroy and create all particles simultaneously."
However, my problem happens if I use render_animated_sprite instead of render_rope too, plus I'm not sure what "destroying and creating all particles simultaneously" really means in this case.