Where's the lifetime of particles in Godot V3.0 RC2?

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:bust_in_silhouette: Asked By imekon
:warning: Old Version Published before Godot 3 was released.

I’ve created a simple scene with particles - but I want to use this as an explosion. The original V2 particles had a lifetime called time scale, what’s the equivalent in V3.0?

[gd_scene load_steps=4 format=2]

[sub_resource type="Gradient" id=1]

offsets = PoolRealArray( 0, 0.213018, 0.420118, 0.609467, 0.816568, 1 )
colors = PoolColorArray( 0.831033, 0.0735168, 0.855469, 1, 0.607411, 0.270874, 0.886256, 1, 0.462749, 0.916189, 0.884306, 1, 0.776868, 0.859375, 0.0469971, 1, 0.78125, 0.0671387, 0.368404, 1, 1, 1, 1, 1 )

[sub_resource type="GradientTexture" id=2]

flags = 4
gradient = SubResource( 1 )
width = 2048

[sub_resource type="ParticlesMaterial" id=3]

render_priority = 0
trail_divisor = 1
emission_shape = 1
emission_sphere_radius = 1.0
flag_align_y = false
flag_rotate_y = false
flag_disable_z = true
spread = 180.0
flatness = 0.0
gravity = Vector3( 0, 0, 0 )
initial_velocity = 1.0
initial_velocity_random = 0.0
angular_velocity = 0.0
angular_velocity_random = 0.0
orbit_velocity = 0.0
orbit_velocity_random = 0.0
linear_accel = 0.0
linear_accel_random = 0.0
radial_accel = 0.0
radial_accel_random = 0.0
tangential_accel = 0.0
tangential_accel_random = 0.0
damping = 0.0
damping_random = 0.0
angle = 0.0
angle_random = 0.0
scale = 3.0
scale_random = 1.0
color_ramp = SubResource( 2 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 0.0
anim_speed_random = 0.0
anim_offset = 0.0
anim_offset_random = 0.0
anim_loop = false
_sections_unfolded = [ "Angle", "Angular Velocity", "Animation", "Color", "Damping", "Emission Shape", "Flags", "Gravity", "Hue Variation", "Initial Velocity", "Linear Accel", "Orbit Velocity", "Radial Accel", "Resource", "Scale", "Spread", "Tangential Accel", "Trail" ]

[node name="main" type="Node2D" index="0"]

[node name="Particles2D" type="Particles2D" parent="." index="0"]

emitting = true
amount = 128
lifetime = 80.0
one_shot = false
preprocess = 0.0
speed_scale = 40.0
explosiveness = 0.01
randomness = 0.0
fixed_fps = 0
fract_delta = true
visibility_rect = Rect2( -100, -100, 200, 200 )
local_coords = true
draw_order = 0
process_material = SubResource( 3 )
texture = null
normal_map = null
h_frames = 1
v_frames = 1
_sections_unfolded = [ "Drawing", "Material", "Process Material", "Time", "Transform", "Visibility" ]

I added a timer and that lets me switch emitting off - is that what was intended?

imekon | 2018-01-22 20:03

:bust_in_silhouette: Reply From: SARDON

Right there i guess…
enter image description here

To be clear, is in the particles node, not the material.

eons | 2018-01-22 23:23

I’m looking for a timeout for how long the particles get generated for. Lifetime seems to set how long each particle lasts for, and makes the explosion bigger, but doesn’t set a time for how long the particles keep getting generated for. That seemed to part of V2.1.4 but not V3.0

imekon | 2018-01-23 06:48

No, it emits until you decide to stop the emitter or only once if it is one shot.
You can use a Timer to signal a timeout.

eons | 2018-01-23 09:38