You'll need to edit the original emitter to correct this. The old emitter isn't expiring while new ones are spawning. As a result you have about a million emitters right over each other.Nelsoncarmo26 wrote:The emitter does not fade out and reappear, it stays.
Go to your emitter's properties & set these properties:
Local ---> bRespawnDeadParticles = false (obsolete particles wont come back)
Spawning ---> bAutomaticSpawnRate = false (Enables you to set your own rate of particles per second rather than automatically generated spawn rate)
Spawning ---> InitialParticlesPerSecond = some int value (How many particles will spawn every second.)
General ---> MaxParticles = some int value (How many particles will spawn. Once this many particles had been reached, the emitter will stop spawning particles.)
Time ---> LifeTimeRange = some int value (How long does this particle last before disappearing?)
If you kept the original emitter in your level, you only need to change that emitter's properties. Once you've done this, the editor will automatically update your class.
Once this is done, you should calculate how long one emitter will last. (MaxParticles / InitialParticlesPerSecond) + LifeTimeRange = emitter's life. Go to your scripted trigger and locate the WaitForTimer action. Be sure to set this value (round off if you get many decimal digits) equal to the emitter's life value you've calculated. It might look silly to have emitters overlapping each other.
That is correct, can you review your volume's properties? What do you have set for your volume?Nelsoncarmo26 wrote:Still no damage is caused.
I'm confused, shouldn't the volume cause damage, regardless of the trigger working or not?!
I was afraid you're going to ask this. I'm sure it's possible, but I also believe you'll need to do some coding to make that happen. I'm not the right person to fill you in on that.Nelsoncarmo26 wrote:One more thing Ant, is it possible for the emitter to target the exact location of the player? so it looks like ut's the actuall lazer that's doing the damage.
If you wish to avoid the coding process, then I would recommend having the emitter "light up" the damage field. Multiple lasers surrounding the obelisk will do the trick.