Game Development Community

1.4 particle effect problems

by David Barr · in Torque Game Engine · 02/18/2006 (4:41 am) · 2 replies

I have been using multiple particle emitters in the array section of explosion data to create some material damage effects (see example datablock below)

These work fine in 1.3 with all the different emitters making particles.

I recently upgraded my code to 1.4 and this part has stopped working.

I have tried to use the explosion data in the starter.fps crossbow explosion datablock just to check I had not made a mess of the merge but no joy there so I think something broke between 1.3 and 1.4.

The standard particle emitter in the explosiondata works fine, just the emitter[0] etc dont work anymore. I have tried stepping through the code several times and cannot see anything obviously wrong.

Does anyone have any ideas??


datablock ExplosionData(glass_Explosion)
{

   soundProfile = glass_ExplosionSound;
  //particleEmitter = glass_ExplosionEmitterJet;
  particleDensity = 50;
  particleRadius = 0.4;
  faceViewer     = true;
  explosionScale = "1 1 1";

  lifetimeMS = 400;
  lifetimevariance = 15;

  emitter[0] = glass_ExplosionEmitterPuff;
  emitter[1] = glass_ExplosionEmitterJet;
  emitter[2] = glass_ExplosionEmitterLumps;


  shakeCamera = true;
  camShakeFreq = "10.0 11.0 10.0";
  camShakeAmp = "1.0 1.0 1.0";
  camShakeDuration = 0.5;
  camShakeRadius = 10.0;
};

#1
02/18/2006 (5:41 am)
Hey,

Actually outlined the problem and solution in this thread here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=38472

Basically its not being added to the client object groups, and the sub emitters get called in advanceTime which is only client for client objects.
#2
02/18/2006 (6:55 am)
Thank you - all fixed now.

I started looking at that thread before and didnt read far enough :S