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2
Question by hardmode2236 · May 11, 2014 at 09:46 PM · particlesparticlesystememit

particle system stops normal emissions after .emit() is called

i have a particle system with an emission rate set to 3, its works up until i call its emit function with 25 particles. then it just stops, and not$$anonymous$$ng will turn its normal 3 emission back on except restarting the scene.

if you would like to see the code its here:

 function Attacked(att:Attack)
 {
     if(att.type == "Kick" || att.type == "Blunt")
     {
         health -= 10;
         fireLight.range -= 1.5;
         fireLight.intensity -= .35;
         fire.emissionRate -= 6;//differant ParticleSystem
     }
     sparks.Emit(25); // t$$anonymous$$s is the ParticleSystem in question
 }

not$$anonymous$$ng special just an emit at that line

does anyone know whats going on?

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Answer by CanisLupus · Nov 13, 2014 at 11:38 AM

In my case, calling Play right after Emit solved the problem, by forcing the system to not pause. :)

 BonfireParticleSystem.Emit(10);
 BonfireParticleSystem.Play();

I'm sorry for answering t$$anonymous$$s question after all t$$anonymous$$s time, but I stumbled here after also having faced t$$anonymous$$s problem.

As in your case, my ParticleSystem stopped its "normal" emission after having Emit(10) called to do a "burst" effect of 10 particles. The emissionRate property had the original value (from before Emit(10)) the whole time. After 1 second passed (the duration of the ParticleSystem), isPlaying started returning false because the system somehow paused after having Emit called, even if it was playing normally before. Calling Play seems to fix t$$anonymous$$s.

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avatar image hardmode2236 · Nov 21, 2014 at 04:08 AM 0
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avatar image CanisLupus · Nov 21, 2014 at 09:37 AM 0
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avatar image Ylor · Mar 30, 2015 at 09:29 AM 0
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avatar image CanisLupus · Mar 30, 2015 at 09:16 PM 0
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