I am trying to animate a turret for a big spaceship. I want it to emit a particle, whenever it fires.
For this I have linked a emitter-object to the barrel. In PFlow I use a Position Object Operator to birth a particle on the emitter and a Speed Test to determine when the bullet is spawned.
Now the emitter-particle is in a new event and doesn’t follow the emitter-object anymore, so any consequtive shot doesn’t spawn a bullet.
I created a closed loop with an Age Test to send the emitter-particle back to the Position Object Operator.
Everything works fine, untill I add a second turret. The problem is, that the emitter-particles are not distributed equally to the emitter-objects and when they went through the closed loop, they often changed thier position, so when one turret fires twice in a row, the second shot doesn’t emit a bullet, because the emitter-particle has moved to the emitter-object of the second turret.
The only solution I can think of, is creating a separate Flow for each turret, but since the ship will have many many turrets (about 30-50, not sure yet) I would prefer doing it within one Flow.
Any help would be highly appreciated.
