Particle Candy Q - Trying to set my emitter to remain on multiple instances of my bullet object. -- video --

Okay, that makes sense. Thanks for clarifying. :slight_smile:

lol good metaphor. :wink:
As far as the design goes, I’ll me adding delays and putting a cap on how many bullets an enemy can fire at one time - so they won’t be firing as fast and as frequent like in the video.

In reference to creating a stable of emitters, would the following be valid:

 

local BulletEmitters = {} local CreateBulletEmitter = function() Particles.CreateEmitter("PBEmitter", 0, 0, 0, true, true) PBEmitter = Particles.GetEmitter("PBEmitter") Particles.CreateParticleType ("BulletSTrail", { -- Particle code -- }) Particles.AttachParticleType("PBEmitter" , "BulletSTrail", 32, 99999,0) return PBEmitter end

then do something like:

for i = 1,10 do BulletEmitters[#BulletEmitters+1] = CreateBulletEmitter() Particles.SetEmitterTarget( "PBEmitter", PTbullet, true, 0, 0, 0 ) end

Right after my user_bullet function is called I could have it run through the code and for every bullet that is fired, create a new emitter and attach it to the bullet. Does that make sense at all lol?

I’m not sure if that would be the proper way to format it, regardless it’s just an example of my thinking process.

Thanks for your suggestion and advice. If the method I mentioned will not work, I’ll just go with what you suggested.

-Saer