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Scaling an emitter will not only affect the
size of the visible emitter cube -it will also
scale all particle types attached to it.
If you attached several particle types
to an emitter to simulate an explosion, for
example, and would like to increase the size of the
whole explosion effect at once, simply scale the emitter and you're done.
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Note: Do not use ScaleEntity() to scale the emitter object. This will
only scale the visible cube, NOT the attached particle types.
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To scale an emitter (and all attached particle types
at once), use:
Emitter_SetScale MyEmitter,2
This, for example, will double the size of your emitter
(1 is the default scale). You may also use a value of .5
to shrink the emitter effect to the half of it's original
size, etc...
You can also retrieve the scale of an emitter using:
Emitter_GetScale(MyEmitter)
Don't forget to use the brackets here. This will return a float value.
Scaling emitters is very useful to adjust the size of explosions
or any other effects quickly to the scale of your 3D world.
This is quite handy since nearly every coder uses his
own preferred world scale in his games.
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