Not sure what's going on here, but i have a particle that should never be rotated. But it appears its' orientation is rotated based off the sourceEntity' rotation, is there a way too prevent this?
Code: { "kind" : "radioactiveswoosh1", "definition" : { "type" : "animated", "animation" : "/animations/statuseffects/radiationburn/radiationburnshort.animation", "position" : [0, 0], "finalVelocity" : [0, 2], "approach" : [0, 50], "size" : 1.0, "timeToLive" : 0.45, "fade" : 0.5, "light" : [50, 90, 0], "variance" : { "initialVelocity" : [3.0, 3.0] } } }
That's the file that defines the particle itself, to change how it's animation is rendered, we would need the .animation file referenced here. Code: "/animations/statuseffects/radiationburn/radiationburnshort.animation"
I'd say(strongly assume) the problem isn't in the particle, but the animation. The particle emitter is attached to a part that rotates. For an example of how to segregate this, check out /items/active/weapons/whip/whip.animation /items/active/weapons/whip/energywhip.activeitem
Well looking at the path for the particle, it looks like a status effect. So i'm assuming the emitter is an entity which I wouldn't count on rotating too often.
Well in that case there are 2 different .animation files, but the one I believe we'd want is paired to the status. An example file is stats/effects/elementalaura/electricaura.animation Code: { "animatedParts" : { "stateTypes" : { "aura" : { "default" : "off", "states" : { "off" : {}, "windup" : { "frames" : 3, "cycle" : 0.5, "mode" : "transition", "transition" : "on" }, "on" : { "frames" : 10, "cycle" : 0.9, "mode" : "loop" } } } }, "parts" : { "aura" : { "properties" : { "zLevel" : 0 }, "partStates" : { "aura" : { "windup" : { "properties" : { "image" : "electricaura.png:windup.<frame>" } }, "on" : { "properties" : { "image" : "electricaura.png:on.<frame>" } } } } } } }, "particleEmitters" : { "electricAura" : { "active" : true, "emissionRate" : 20, "offsetRegion" : [-3.0, -3.0, 3.0, 3.0], "particles" : [ { "particle" : "electricswoosh1"}, { "particle" : "electricswoosh2"}, { "particle" : "electricswoosh2"}, { "particle" : "fastrisingelectric"} ] } } } Lets take this part here Code: "particleEmitters" : { "electricAura" : { "active" : true, "emissionRate" : 20, "offsetRegion" : [-3.0, -3.0, 3.0, 3.0], "particles" : [ { "particle" : "electricswoosh1"}, { "particle" : "electricswoosh2"}, { "particle" : "electricswoosh2"}, { "particle" : "fastrisingelectric"} ] } } I believe it should be sufficient to do this Code: "particleEmitters" : { "electricAura" : { "active" : true, "emissionRate" : 20, "offsetRegion" : [-3.0, -3.0, 3.0, 3.0], "particles" : [ { "particle" : "electricswoosh1", "rotation" : 0 }, { "particle" : "electricswoosh1", "rotation" : 0 }, { "particle" : "electricswoosh1", "rotation" : 0 }, { "particle" : "electricswoosh1", "rotation" : 0 } ] } }