how can I adjusting particle rate during flow?

old_kipperold_kipper Member Posts: 1,420
edited November -1 in Working with GS (Mac)
I've got a scene with an effect based on particles and I've been playing with trying to adjust the number of particles as the flow is going. This I've done by having a rule that adds 10 every second to a self number attribute in the spawning actor and having that referenced in the 'number of particles' in the particle behaviour. It doesn't have any effect, and I have checked the rate to make sure it is going up by adding a text display to the. Does anyone know if the number rate can or can't be adjusted as it's just on the start number?

cheers kipper

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi kipper, just done a test and not working here either; should work but you're right, it doesn't; not exactly a bug but an oversight by the GS proggers perhaps.

    The only workaround I can think of is a bit tedious but will work:

    example:
    When --mouse/touch/att. triggered--
    Timer For 3 seconds
    Particles No. 30

    Timer After 3 seconds
    Timer For 3 seconds
    Particles No. 60

    Timer After 6 seconds
    Timer For 3 seconds
    Particles No. 90

    Timer After 9 seconds
    Timer For 3 seconds
    Particles No. 120

    ---etc; til the fastest flow you want, finishing with

    Timer After ?? seconds
    Particles No. ??

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • InLikeFlynnInLikeFlynn Member Posts: 171
    I'm not sure if it's stuck on the first value or not. You could try constraining the attribute instead of changing it.
    If that doesn't work you could set up a few different rules with copies of the particle generator, each producing a different number of particles.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    GeoffB said:

    If that doesn't work you could set up a few different rules with copies of the particle generator, each producing a different number of particles.

    That's what I've just written; you'd need timers.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • InLikeFlynnInLikeFlynn Member Posts: 171
    gyroscope said:
    That's what I've just written; you'd need timers.

    sry, I must have clicked reply before you finished. Rules would work if you were to interpolate one value. eg: have one interpolate running for 10 seconds, then have rules detect for different values. It may be less expensive depending on how many rules/timers you need.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    GeoffB said:
    sry, I must have clicked reply before you finished.

    No worries, Geoff; sorry from me too if it sounded like I was bit ticked off! (I've been made to feel invisible before by a few other members repeating 10, 20, 30 mins later what I've written and it used to get on my nerves; but that was a while back...old memories die hard, I suppose!) Silly of me to even worry about it.

    Interesting suggestion about using Interpolate in the "equation"; worth kipper checking out.

    :-)

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • old_kipperold_kipper Member Posts: 1,420
    Thanks to both of you. You've triggered an idea of a variation on your suggestions that would cut it to 2 rules. Flipping rules with a self boolean and self integer that increments from the active rule and is picked up by the other when it's changed. I shall try it then if that does not work build a blooming stack to do the job.

    cheers kipper
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