Footprints

sparkaniasparkania Member, PRO Posts: 300
edited January 2013 in Working with GS (Mac)
I am working on something where my character is viewed from overhead. I want to have a steady trail of footprints which stay for about 10 seconds but I cannot seem to get it to function in a steady stream of about 4 images per second.
I'm sure it is in the Spawn Rate.. but I am not sure what the 3 settings should be.. I keep getting a few in a group.. then sperratic groups afterwards...
Can someone tell me about what my Spawn and Startup time should be...
Velocity and Position - all 0's
Size - 20 does not change
Color - White, changes to 0 Alpha over 10 seconds, Blending Normal
Rotation - Rotation is game.PlayerR (constrained to my character's rotation)
Image - a little pair of footprints

thanks

Comments

  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    I'm sure it is in the Pawn Rate.. but I am not sure what the 3 settings should be..
    1) Private browsing.
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    (Damn! You corrected 'Pawn' - you've ruined my cheap gag! :(( )
  • SocksSocks London, UK.Member Posts: 12,822
    I cannot seem to get it to function in a steady stream of about 4 images per second
    Particle effects tend to be like that, a bit random, I'd use Spawn Actor instead.
  • sparkaniasparkania Member, PRO Posts: 300
    well.. the spawn actor thing works Awesome.. but the 2 problems are 1, I cant get a spawn to fade out.. and 2, didnt want a billion actors.. I'm workin it...
  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
    edited January 2013
    Put a timer in the footprints actor to fade it out and remove it from scene after a set period of time. Something like:

    Timer:

    After 5 seconds

    Interpolate Alpha to 0, duration 1 second (or whatever)


    Timer:

    After 1 second (this should match your Interpolation duration) Destroy this actor

  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    I cant get a spawn to fade out..
    Fading an actor is a very simple process, simply interpolate it's alpha to 0.
    . . and 2, didnt want a billion actors.. I'm workin it...
    Destroying an actor is, again, a very simple process, use the 'Destroy Actor' behaviour when you've finished with the actor.


  • SocksSocks London, UK.Member Posts: 12,822
    Put a timer in the footprints actor to fade it out and remove it from scene after a set period of time. Something like:

    Timer:

    After 5 seconds

    Interpolate Alpha to 0, duration 1 second (or whatever)


    Timer:

    After 1 second (this should match your Interpolation duration) Destroy this actor


    Whoops, posted before reading this post . . . . basically what jamie_c says.
  • sparkaniasparkania Member, PRO Posts: 300
    Thanks to Both of ya.. I was doing the Timer thing for destruction but I never messed with the Interpolate before, so now that's awesome to know!!! My biggest fear was all the timers.. just had the image of the device processor with about 100 stop watches.. 8-}
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    //
  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
    I've heard bad things about timers here on the forum but I haven't experienced any problems with them yet. So until I do I'm not going to worry about it.

    I assume if you have a really really large amount of them it will be an issue, I have not reached that limit yet. :)
  • sparkaniasparkania Member, PRO Posts: 300
    just did a display text on the count of spawns.. holds out at 60 before they start disappearing..
  • RPRP Member Posts: 1,990
    I'm sure it is in the Pawn Rate.. but I am not sure what the 3 settings should be..
    1) Private browsing.
    2) Do not accept cookies.
    3) Clear browser 'history'.



    (Damn! You corrected 'Pawn' - you've ruined my cheap gag! :(( )
    I was going to suggest Pawn Stars or Hardcore Pawn for video tutorials.

  • TesseractEngineTesseractEngine Member Posts: 180
    Instead of using a second Timer to destroy, you could try setting a When the actor's alpha is 0, Destroy Actor.

    Also, although this would be a different visual effect, you could start the Interpolate right away and have it last longer. The footsteps would be fading from the get go, but you'd do away with both Timers.
  • sparkaniasparkania Member, PRO Posts: 300
    I like the if Alpha=0 destroy.. gonna try that, if anything, it will drop a function.. Thanx
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    . . . you could try setting a When the actor's alpha is 0, Destroy Actor.
    Nice trick !
    Also, although this would be a different visual effect, you could start the Interpolate right away and have it last longer. The footsteps would be fading from the get go, but you'd do away with both Timers.
    'Ease Out' would help a little here.

    Like this:


    image
  • SocksSocks London, UK.Member Posts: 12,822
    I was going to suggest Pawn Stars or Hardcore Pawn for video tutorials.
    8-X :-B
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