Adding one particle's movement to another
Event modules allow multiple particle systems within an Emitter to reference each other. For example, if you have a rocket particle dying, its location would be hard to predict, but it can send a notify about its pending death to another particle system, an explosion effect, which will then spawn at that point where the rocket particle died.
How to do it...
Setting up the base particle:
Open the particle system PacktFX.Cascade.ParticleEventStart from the PacktFX package.
Select the Particle Emitter label which includes the on/off checkbox and with this highlighted bright orange, look into the main properties, and change the Emitter Name there to Circles.
Under the label, in the Required module, the Material should be set to Envy_Effects.Energy.Materials.M_EFX_Energy_Loop_Mesh, which you can see in the next screenshot. Base parameters have already been set. Proceed on to the Spawn module.
- Let's generate particles in discrete bursts rather than continually...