Problems adding emitters to a repack sequence
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Been trying for most of the day to add a smoking / steaming barrel effects to a weapon going through its repack sequence. Damming thing is the effects are not showing, nor are then LUA errors. Anyone know what I maybe missing as this is bloody frustrating.
-Resin
PlayFxWeaponPackSequence = function(self) if self.SpinManip_R then --Stop the barrels spinning self.SpinManip_R:SetTargetSpeed(0) --Steam local steamFX_R01 = CreateAttachedEmitter(self.unit, 'auto_cannon_barrel_right', self.unit.MyArmy, '/effects/emitters/weapon_mist_01_emit.bp'):ScaleEmitter(1):SetEmitterParam('Lifetime', 5):OffsetEmitter(0,0,0) self.unit.Trash:Add(steamFX_R01) --Smoke for k, v in effectTemplate.SmokePlumeLightDensityMed01 do local smokeFX_R02 = CreateAttachedEmitter(self.unit, 'auto_cannon_muzzle_right', self.unit.MyArmy, v):ScaleEmitter(1):SetEmitterParam('LIFETIME', 5) self.unit.Trash:Add(smokeFX_R02) end end TDFGaussCannonWeapon.PlayFxWeaponPackSequence(self) end,
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Ok I've figured out the the Lifetime parameter is pretty large.... so setting a life time of less then 10 makes the effect so quick that it's not even noticeable.
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Yes, lifetime is in ticks (10th of a second), and then any particle size effects will scale on that lifetime, reducing the visible time to just a few ticks.