### Author Topic: [Creative] The creative side of Particles  (Read 7862 times)

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#### Dryym

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##### Re: The creative side of Particles
« Reply #80 on: February 12, 2017, 07:47:07 AM »

I would have animated the bar more. A single state change is boring.

You should have used vectors like I did with my analog clock.
vectors?what do you mean

Make like a really simple 3-10 line script with 1-3 particles, and show me how it'd look or how you would make it so I can get an idea of how I'd use it on this?

Uh, 3-10 lines isn't happening.

http://totalminerforums.net/index.php?topic=18337.0
Here's my analog clock It uses vectors to animate the hands.
Well in a quick summary what does it specifically do/what's its purpose/intention?

A vector is a set of values that have a direction and a length (Magnitude.)

In this case, You only need a 2D vector with an X and Y value.
Basically, You'd take the angle that you want the bar to be at, Convert that to a vector, And that would be the coordinate offset of the particle. To make more particles in the same line, You just need to multiply each value of the vector by the distance you want it out from the origin.

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#### .ok

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##### Re: The creative side of Particles
« Reply #81 on: February 12, 2017, 08:40:52 AM »
ok so i made your script and got it to work and its cool

but if youre going by my guard,what type of var would i use if im making it animate from point a to b(up position-down)
theres like 10 or 20 different kinds and idk really anything about var scripts for the most part,so as far as knowing what to actually do,im clueless