Take DiseaseMissleImpact.m3 for example: the particle behavior seems to have a "blend out" nature built straight into it what permeates all animations played in the same set. this can be seen if you play the animation on loop without making changes.
the first example will play correctly, but all subsequent loops with seem to skip the particle generation.
as far as I can tell this blend out behavior also stacks, so all subsequent plays cause the next loop to also be invisible.
This follows through into the game.
I have managed to find a work around in the previewer, if you drag the animation block on the actor a little in so that it starts even a split second later that 0.00 then the behavior will not link and it will play correctly
However to my knowledge this is not even a hackable workaround we can perform in the data editor that we can use in the mean time.
FX with particle behavior do strange things.
Take DiseaseMissleImpact.m3 for example: the particle behavior seems to have a "blend out" nature built straight into it what permeates all animations played in the same set. this can be seen if you play the animation on loop without making changes.
the first example will play correctly, but all subsequent loops with seem to skip the particle generation.
as far as I can tell this blend out behavior also stacks, so all subsequent plays cause the next loop to also be invisible.
This follows through into the game.
I have managed to find a work around in the previewer, if you drag the animation block on the actor a little in so that it starts even a split second later that 0.00 then the behavior will not link and it will play correctly
However to my knowledge this is not even a hackable workaround we can perform in the data editor that we can use in the mean time.
Many particle based FX suffer this fate.