Having trouble with getting event modules to work correctly in Particle System functions

I’m trying to create an effect within the particle system of small debris falling from a ceiling like in a cave in. As such, I’m currently trying to make sand and finer debris trickle down in the wake of a larger piece falling.

I have 2 emitters (larger debris & fine sand) that I have an event setup for. When Large Debris spawns a particle it triggers a spawn event in fine sand to spawn a set amount of particles. However the problem I have is that it spawns them all at once, rather than start spawning a set amount of particles over the next 2 or 3 seconds.

Is there something I am missing? Or am I trying to approach this all wrong? Please ask if you need information, I did not know what to include so please feel free to ask for any additional information.

So you need a few things for events to work.

  1. In the larger debris system, you need to put an event generator. Inside of that event generator, you’ll need to set the Type (to spawn, it sounds like you need)
  2. In the Event Generator, give the event a custom name (ex. SpawnSand)
  3. Add an eventReceiver Spawn module to your fine sand emitter.
  4. Be sure that you set the event generator type to spawn.
  5. Set the eventReceiver Spawn spawn count to some value
  6. Set the source event name to a custom name (ex. SpawnSand, needs to be the same as above)

That should do it!

Let me know if you need any more assistance.

Hey Tuxedost,

I have already set this up, my issue however is that when setting the spawn count as you detailed in step 5, it spawns all the particles at once on the spawn event, rather than spawning the amount of particles over a certain amount of time. I’m sorry for the misunderstanding!

Ah ok.Yea, the event spawner is designed for bursting things, not really doing them over time.

Depending on where your secondary emitter needs to spawn from, you could just set a delay on it instead of trying to deal with events. Have you tried doing that?

You could burst a particle, and then use initial particle location to spawn your looping debris from the positions…