Open fearlesswee opened 1 year ago
Minor update, I was able to work around this by making the "blood effect behavior" instead assigned to an always-active barrel, and it just points to the desired particle. However, I feel this option would still be useful in the future for other uses.
Currently I'm working on some improvements to the GGM gunplay, and one such thing is a more expressive and visible blood particle when shooting a character. One problem I'm running into is that behaviors attached to particle emitters cannot be "always active", meaning if the player goes too far from the last character they shot before shooting another (thus moving the particle to them) the attached behavior can "sleep", causing the particle effect to no longer appear until the player returns to the place they last shot an enemy. I'd like to request an "always active" tickbox here, like any other entity.