#better way than this?
1 messages · Page 1 of 1 (latest)
What are you trying to accomplish here?
I really don't understand what you're trying to do. Explain better what your particles are and what function they perform.
I think your problem is easy to solve, but please explain better.
and it would be good if they also showed the texture of the particle to better understand
oh yeah mb
basically, uhm, i want to have a customizable particle system circling around my entity, but the thing is i have 45 particles
each of that p1,p2,p3... is an animation with only particle in effects
mmm but what are the particles for, do they all appear at the same time? How does it work? Or what are they for?
you can see it here:
#1285203161065455698 message
i have 2 locators which spins with an animation, then I check for entity property to determine which particle type should show up to the locator
ah ok then this is the best way
oh, so theres no other than it? damn
i thought i could do arrays in it xd
Well yes it could be done but it is much more complicated.
Well, not really complicated, but more extensive.
You would have to separate your locators into different geometries then you could use arrays in a render controller
how tho? i want to know how to transfer it in arrays like in render controllers
The way you did it with animation controllers is the easiest way to do it
Your particles are totally different, right?
You couldn't put all the particles into one either.
If your particles had the same amount of frames and the same behavior it might be possible
yeah
oh, i believe you are suggesting to manually modify the variables in the animation effects?
No, just change the UV of your particles in relation to your property
If your particles are different it ends up being much more complicated.
oh yeah i thought of that too, but i have some particles that has UV animation, and some that don't
i think ill just keep it manual way
That way is the simplest, I really don't know why you want to change it :v
its just looks like a bad code for me thats why
Ah, I see, it's because you know the script, it's normal that you want to find the most compressed form XD
Uh yes you can just use commands
I thought it was something complicated like a round ball of particles
Get like 4-5 entities, can be custom or like invisible immortal bats
Place them on top of the chest
Then just do /execute as @e[type=bat] at @s run /tp @s ~~~~9~
Afterwards
/execute at @e[type=bat] run /particle minecraft:basic_flame_particle ^^^+1
It seems you have not understood the problem, that is more complicated because it needs another entity, and commands for the 30 different particles. It has a single animation that will rotate the particle no matter what it is, the animations vary only in the generation of particles so the problem is not the particle's rotation effect, the problem is making it so that it does not need to name each state to invoke an animation, just to have a cleaner and simplified code.
commands are not a good alternative for this case, but thank you for your idea
i want my system to be native with scripts or with animations to avoid lags
So it's 30 different particles?
I've just seen a few seconds of the video I assumed that's what he was struggling with
yeah its more than that