It is now possible to add events to your particles.
The plugin will insert the base script for you in the selected particle when you add it via the plugin.
Collision event has no offset so will fire for each frame it is inside a part.
OnCreation : When the particle is created this event is called.
OnDeath : When the particle dies, by either a collision or lifetime experation.
OnCollision : When the particle collides with an instance, Fires every frame for as long as the particle is colliding. (Only fires if the system has DeathOnCollision and / or Use_CollisionEvents enabled)
OnMovement : When a particle moves from it previous location. does not fire on particles with a speed and velocity of 0. Else fires every frame if moving in that frame.
I’ve recieved some questions about particles doing damage and if this is possible.
The Answer is yes, however since its less heavy on the server to run particles client side. And it would be unsave to handle things like that on the client.
I would not reccomend doing so. Or make effect particles on client side. and another invisible emitter on the server that does the damage. An even better solution is using things like:
This might be a bit too basic compared to other results shown above me, but I’m quite happy with the result, 3D confetti after opening a chest I made a little function to do random colors in each part that is generated to basically do all colors in one single particle pool.
(I couldn’t submit the video directly for some reason so yeah)
In this update i made use of a different technique then for loops.
The max particle rate is now higher instead of 25 you can now spawn up to 75 particles on a system and still get 30 fps.
Or do a particle burst of 500 particles and still keep a fairly playable frame rate. (frame drop at the spawn though cuz there are 500 instances initialized)
(This is all tested with 1 system at a time)
What’s also very nice is that the famerate’s keeping low even if the system is disabled is now gone.
is your system to heavy? turn it of as soon as the particles are gone you actually recieve your frames back instandly.
I would also like to announce that im currently working on a documentation website for modules i’ve made (Including this one) and that it will be out soon.
I have 2 inquiries. How do you change the Material? I’ve noticed that most of these have Neon. How do you go beyond 1 Size in your original two videos? You should make it able to go beyond 1 Size.
hi, size is a multiplier of the original size to change the material and original size you have to give the system a objectValue called “target”. the value of target has to be your targetting custom particle.
Emit is not working for me. I don’t know how it works; should it be a particle emitter on the ActivateParticle System or a part?
local Module = require(game.ReplicatedStorage.ModulePack)
local ParticleSystem = Module.ParticleSystem
local system = ParticleSystem.ActivateParticleSystem(ParticleEmitter)
system.Emit(.1)