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Question by rohan bhangui · Oct 05, 2011 at 01:18 AM · javascriptjetpack

jet particle emitter effect limited loops

even though ive tried to reduce the burn rate (aka max emission) and maximized the loops, the jet im using for a plane game im making is still limited.....ii had made it work before but know it isn't workking for soem reason. in addition to the particle renderer and emitter options, i have attached a scirpt onto the jet gameobject. Code below

 particleEmitter.emit = false;
 audio.Stop();
 
 function Update () {
 
 if(Input.GetButtonDown("Fire1")){
     particleEmitter.emit = true;
     audio.Play();
     }
 
 if(Input.GetButtonUp("Fire1")){
     particleEmitter.emit = false;
     audio.Stop();
     }
 
 } 

can anyone help me figure this one out?

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avatar image syclamoth · Oct 05, 2011 at 01:20 AM 0
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How do you mean, 'limited'? Do you mean it isn't producing enough particles?

avatar image rohan bhangui · Oct 05, 2011 at 09:55 PM 0
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limited as in after maybe a $$anonymous$$ute or so the particle effect stops.....before it worked fine but now it isnt working at all

avatar image vxssmatty · Oct 05, 2011 at 10:11 PM 1
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Is the particle emitter set to "Auto Destruct"? then when all particles are culled, the emitter will be destroyed, meaning you wont see anymore particles. Turn off "auto Destruct".

avatar image syclamoth · Oct 05, 2011 at 10:53 PM 0
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Try doing something like

 particleEmitter.emit = Input.GetButton("Fire1");

This will make sure it is getting set every frame.

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Answer by rohan bhangui · Oct 05, 2011 at 11:35 PM

okay thx.......syclamoth.....you wouldn't by any chance know how to make something increase its speed (like a boost)?

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avatar image vxssmatty · Oct 06, 2011 at 12:19 AM 0
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Don't post questions as answers. And you could something like this;

if (Input.GetButton("Fire1")) { 
     ParticleEmitter.maxEnergy += boost * Time.deltaTime ;
} else ParticleEmitter.maxEnergy = 0;

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