So I've got a rocket that's firing missiles. When the missile is spawned, a exhaust particle spawns with it and is pinned to the back of the missile. When the missile on collision with anything, it's destroyed and the exhaust with it. The problem is that I've got the fire rate set to a pretty fast speed, this make makes it so that there are many missiles within the layout at one time (Well not "many" but there are quite a few). So when a missile is collided with something the missiles gets destroyed (That's good) and then the exhaust gets destroyed (The problem). When the exhaust is destroyed, so is every other exhaust that is attached with the other missiles that have yet to be collided.
How do I make it so that the exhaust still exists with the other missiles that have yet to be collided?
Here's the problem:
https://www.dropbox.com/s/npsn7vdeaofq7 ... .capx?dl=0
Add a Container to the Missile, and add Exhaust to it. Get rid of the Spawn action (and Exhaust destroy).
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I'm lost. So I make a container and listen to your directions but what I end up with is the missile being destroyed only and the containers and the exhaust being left behind. If I make the container and destroy then I'm basically back to square one, with something being destroyed in one place and then everywhere.
i think you misunderstood the use of containers in blackhornet answer.
https://db.tt/8Pwafmp9 capx edit r210 beta
That really helps and ton! Thanks guys.
Another way I've done in the past is destroy the missile, and have an event checking for, and destroying the orphaned particles.
I.E. Particles not pinned, destroy.