Hi
I am currently looking at using 3 separate particle effects on screen. All separate entities.
I am modularizing my code so i basically create a seperate lua file for each effect and call those into my main.lua and added to localGroup.
Now what I would like to do is it to be able to kill/remove say one of these particle effects but keep the others rolling.
I started out by adding a function to each of my particle “classes” (use the term loosely) that was called from main to nil my emitter and CleanUp. However I didn’t realise that CleanUp seems to be global so it kills the other two at the same time.
Therefore I have now used stopEmitter to stop individual effects and wondered if this actually still has an impact on performance? When the level ends I am calling CleanUp to kill all of them anyway. Is this the best way to do it???
thx
ade
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