From CryWiki
Flowgraph Walkthrough
We're using a few very powerful flow graph modules here: Time:Time, Entity:SetProperty and Entity:GetProperty. The Time:Time module has two outputs, we're using the tick output, which is basically a triggered output at every refresh of the engine. We're using that to keep these particle effects tightly synchronised. As you can see it's Activating the Entity:GetProperty module which is set to CountScale. If you click on a particle entity, under the Properties, you can see it has, amongst others, Countscale. So we're getting the current value of Countscale. We're also at the same time using Entity:SetProperty to also change the Countscale. This won't be changed until our Input:Key Starts the Interpol:Int module (we're using Int here, but Float would also work, have a play). This Interpol module will then start counting, from the current Countscale we have retrieved from the Entity:GetProperty module, upto a maximum value we've set here as 15. It will do this over 10 seconds as set from the Time in the Interpol module.
Flowgraph Image
Preview of Particle Effect - changing the count.
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About this Sample
Name
- Particle Effect - changing the count
Created by
- p5ymon
Compatible with Multiplayer
- No
Description
- Dynamically alters the count, or density amount, in a particle effect
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