#better way than this?

1 messages · Page 1 of 1 (latest)

desert sand
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is there any better way than this? like maybe an array but for controller animation?

rugged hare
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What are you trying to accomplish here?

winged badger
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I really don't understand what you're trying to do. Explain better what your particles are and what function they perform.

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I think your problem is easy to solve, but please explain better.

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and it would be good if they also showed the texture of the particle to better understand

desert sand
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oh yeah mb

desert sand
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each of that p1,p2,p3... is an animation with only particle in effects

winged badger
desert sand
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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

winged badger
desert sand
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i thought i could do arrays in it xd

winged badger
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Well yes it could be done but it is much more complicated.

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Well, not really complicated, but more extensive.

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You would have to separate your locators into different geometries then you could use arrays in a render controller

desert sand
winged badger
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The way you did it with animation controllers is the easiest way to do it

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Your particles are totally different, right?

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You couldn't put all the particles into one either.

winged badger
desert sand
winged badger
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No, just change the UV of your particles in relation to your property

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If your particles are different it ends up being much more complicated.

desert sand
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oh yeah i thought of that too, but i have some particles that has UV animation, and some that don't

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i think ill just keep it manual way

winged badger
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That way is the simplest, I really don't know why you want to change it :v

desert sand
winged badger
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Ah, I see, it's because you know the script, it's normal that you want to find the most compressed form XD

molten garnet
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I thought it was something complicated like a round ball of particles

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Get like 4-5 entities, can be custom or like invisible immortal bats

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Place them on top of the chest

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Then just do /execute as @e[type=bat] at @s run /tp @s ~~~~9~

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Afterwards

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/execute at @e[type=bat] run /particle minecraft:basic_flame_particle ^^^+1

winged badger
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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.

desert sand
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commands are not a good alternative for this case, but thank you for your idea

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i want my system to be native with scripts or with animations to avoid lags

molten garnet
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I've just seen a few seconds of the video I assumed that's what he was struggling with

desert sand