Particle force field question

edited 2014 Feb 18 in Technical Support
Hi to devs! I want to use a spherical force to push out particles. I use this simple setup for testing purposes.
Generator {
  # string line for mobj
  # string line for flags
  Spawn Radius = 10.0
  Spawn age = -1
  Max age = -1
  Spawn rate = 1
  Force = 1
  Force Radius = 70
  Particles = 199
  Stage {
	Type = point
	Flags = force
	Tics = 35
	Rnd = 0.33
	Color { 1 1 1 1 }
	Radius = 1
	}
}
But particles just stay at theirs birth positions. What am I doing wrong?

Comments

  • i would advise against that at the moment as you would need to many particle emitters to do it currently. as there is no way to do a sphere force push atm.
  • From the looks of that incomplete example I would guess the problem is that you've forgotten to define a Speed :)

    For reference, here is the Generator used with DOOM's Invulnerability sphere (in ver 5 syntax):
    Generator {
      State = "PINV";
      Flags = "gnf_blend gnf_spawn";
      Center { 0 0 12 };
      Spawn age = -1;
      Max age = -1;
      Particles = 80;
      Spawn rate = .6;
      Spawn rnd = 1;
      Min spawn radius = 10;
      Spawn radius = 15;  
      Vector rnd = 1;
      Force radius = 15;
      Force = 0.02;
      Force axis { 0 0 1.5 };
      
      Stage {
        Type = "pt_point"; Flags = "ptf_bright ptf_force";
        Radius = 0; Color { 0 1 0 0 };
        Tics = 20;
        Resistance = 0.05;
      };
      Stage {
        Type = "pt_point"; Flags = "ptf_bright ptf_force";
        Radius = 2.5; Color { .3 1 .3 .8 };
        Tics = 20;
        Resistance = 0.05;
      };
      Stage {
        Type = "pt_point"; Flags = "ptf_bright ptf_force";
        Radius = 2.5; Color { .3 1 .3 .8 };
        Tics = 30;
        Resistance = 0.05;
      };
      Stage { 
        Type = "pt_point"; Flags = "ptf_bright ptf_force";
        Radius = 0; Color { 0 1 0 0 };
      };
    }
    

    @Gordon
    Sorry but that is incorrect. Spherical force for particle movement was implemented many, many years ago and pretty much all of the current resource packs use it.
  • Thank you DaniJ! At first I thought that the speed for force field is a "Force" parameter. :)
    I have a habit to create effects in programs where I could see it (like Maya or Houdini), and then script it to dengine.
    So now all working.

    New poison cloud effect in Maya (the gif doesn't represent actual speed of the animation):
    PoisonCloud_Maya.gif

    And in dengine
    FX-PoisonCloud.png
  • Upd:
    The "Force" is not working for "Mobj" triggered Generators. The "Speed" is not necessary.
  • By mobj triggered do you in fact mean type-triggered? (i.e., where particles of a single generator are shared by all mobjs of the given type on the map). If so then I believe the behavior you are seeing is expected given that once spawned such particles have no source due to all mobjs sharing a generator.

    In this case, as the poison clouds are a short lived effect that only players can spawn, I'd think you'd be fine using the state triggered model.
  • Not quite. HeXen has Mushrooms. Though they spawn the same temporary mobj as the fléchette.
  • Ah yes, forgot about those. However, I still think it unlikely that so many mushrooms would puff at once that the active generator limit would be a concern.
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