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		| DaAinGame   Member
 
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			| Blood Drip Effect? 
 
				Remember that first level of Amnesia where the petals fell from the ceiling? Well I want to redo that except using blood. Only problem, is I've never worked with particle systems before and my level editor has a tendency to crash whenever I look for particles/materials/decals etc. so I have to get them manually. I've searched on youtube, google, and did a forum search and found no tutorials on how to do it, which also leaves me to ask; is it even possible? This is not a very important item, and can be skipped over, but it would be pretty nice to add something like this to my story. Thanks in advanced!
 ***EDIT***
 I found the particle system I want to use, but how can I set it on a loop? To where a drop of blood falls maybe like, every 5 seconds or so? Right now it drips once as soon as the map starts up and that's it.
 
 
				
(This post was last modified: 06-16-2012, 07:46 AM by DaAinGame.)
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	| 06-16-2012, 01:22 AM |  |  
	
		| Bridge   Posting Freak
 
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			| RE: Blood Drip Effect? 
 
				Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like: while(true) {//do stuff
 Sleep(5000);
 }
Don't know how well that would work in Amnesia though.
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	| 06-16-2012, 01:56 AM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Blood Drip Effect? 
 
				Edit the particle system and have it respawn after death.  (06-16-2012, 01:56 AM)Bridge Wrote:  Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like:
 Don't know how well that would work in Amnesia though.
 
Sleep halts the program completely for the time specified. Thankfully, we do not have access to that function.
			
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	| 06-16-2012, 02:38 AM |  |  
	
		| DaAinGame   Member
 
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			| RE: Blood Drip Effect? 
 
				 (06-16-2012, 01:56 AM)Bridge Wrote:  Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like:
 
 while(true) {//do stuff
 Sleep(5000);
 }
Don't know how well that would work in Amnesia though.
 I'm confused by your post, but if I understand that correctly, it won't work, because the engine only reads Angel Script?
			 
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	| 06-16-2012, 02:39 AM |  |  
	
		| Putmalk   Senior Member
 
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			| RE: Blood Drip Effect? 
 
				Check archives.hps and see how they did it.
			 
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	| 06-16-2012, 05:18 AM |  |  
	
		| DaAinGame   Member
 
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			| RE: Blood Drip Effect? 
 
				Oh DUH! Such a simple thing to do, yet something I wouldn't think of. It creates the effect, then adds a timer of like, 2 seconds. The timer then callbacks the exact same function, thus putting it into an infinite loop. Thanks for pointing that out Putmalk! +1 for you.
			 
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	| 06-16-2012, 07:45 AM |  |  
	
		| Bridge   Posting Freak
 
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			| RE: Blood Drip Effect? 
 
				 (06-16-2012, 02:38 AM)Your Computer Wrote:  Edit the particle system and have it respawn after death.
 
  (06-16-2012, 01:56 AM)Bridge Wrote:  Can you #include headers? If so, download windows.h and use the Sleep() function, and put it in a while(true) loop. Like:
 Don't know how well that would work in Amnesia though.
 Sleep halts the program completely for the time specified. Thankfully, we do not have access to that function.
 Yeah, I realized that last night. Never used it for any particular reason, just remembered hearing about it.
			 
				
(This post was last modified: 06-16-2012, 01:16 PM by Bridge.)
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	| 06-16-2012, 01:14 PM |  |  |