The end result on frame 100 would be the same as having one particle emit every frame from the pivot (one long string of particles), but I need them all born at frame 1..
What I've tried is an animated Split Amount operator, Lock Bond, the 'Lock on emitter' setting on and off but nothing works.
I would know how to do it with XSI's ICE where I'd make a check that looks at a particles index number and if it's lower than the current frame it can pass through to the next event.
Hopefully one of you could help me out! (Using Max 2010 btw).