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Debrief 3: Four ways one thing fires another

Twenty exercises are behind you. This page adds nothing new. It sets down what the last ten had in common.

Exercises 11 to 16 each brought in a new kind of emitter. None needed a new way of working. Each was built, transformed, given its timing and its look, and fired, exactly as the Part of Exercise 1 was.

Five of them were made with Transform as, and the five behaved alike.

What they sharedCamera ShakeLightningRocksRopeDistortion
Made from an ordinary PartYesYesYesYesYes
The Part becomes an invisible marker for where the effect comes fromYesYesYesYesYes
One particle is one whole thingOne shakeOne boltOne burstOne ropeOne bend

The rule from this is short. When an emitter makes one whole thing and not a crowd, that whole thing is one particle. An Emit count of 3 then means three of the whole thing.

The explosion began in Exercise 10 as three emitters in a Folder. Each later exercise added one layer, and the step was the same every time.

ExerciseLayer addedHow
11A flash and a joltBuild, transform, set, drop into the Folder.
15A shockwaveThe same.
16A soundThe same.

No layer had to know about the others. Each keeps its own Emit, Delay and Duration, and the Folder fires them all. An effect of any size is built this way: one layer at a time, each tested alone with its own Emit button.

By now an emitter has been fired in four different ways besides its own Emit button. They differ in what does the firing, and in where the fired effect appears.

WayWhat fires itWhere it appearsMet in
A FolderOne press, or one call, on the FolderAt each emitter’s own placeExercise 10
NestingEach particle of the parentAt the parent particleExercise 9
An eventA moment in a particle’s life: made, hit, ended, removedWhere that moment happenedExercises 12 and 13
A scriptA line of code, at a moment the game decidesAt the emitter’s own place, or at a place the script givesExercises 17 and 18

Choosing between them is a matter of two questions. What should set it off? Where should it appear? The table answers both.

Debrief 2 found Emit, Delay and Duration behind every form of firing. The last ten exercises add three more to the list, and the rule did not change.

WhereWhat the three numbers govern
An emitter fired by an event (Exercise 12)Its own three, counted from the event. An Emit count of 0 is treated as 1.
AbsoluteEmit in a script (Exercise 17)Each emitter’s own three, counted from the call.
AbsoluteEmitAt in a script (Exercise 18)The same, unless the options give a Count, Delay or Duration for that one play.
ExerciseThe particular thing
11A screen effect and a camera shake are seen by one player only.
12Seek strikes whatever surface it finds. It does not aim.
13Rubble is not physics. Its path is settled when the burst is fired.
14A rope does not collide, and its length is fixed when it is made.
15A Ripple at its starting Wavelength is too wide to be seen as a ring.
16With Lifetime at 0, a sound plays once to its end.
17In the game nothing starts by itself. A script must start it.
18AbsoluteEmitAt takes a Model, not a Folder.
19The Clipboard pastes only what is ticked when Paste is pressed.
20Fewer Anim. Steps is cheaper only until the motion starts to jump.

The exercises have covered the procedure and each kind of emitter once. The rest of the manual is for looking things up. The Particiliary describes every row of every emitter. The Toolbench describes every tool. The Why Dictionary gives the reason for each thing you meet. Troubleshooting lists what to check when an effect does not appear.