I have two particle effects–a “steady dripping” effect, and a “splash” effect–and I want to synchronise them such that the latter happens at the end of the former.
If their birth-intervals matched the duration of the former effect, then they should be in sync–but those values don’t match, and I’d rather not force them to do so.
If I could just offset the start of the latter effect, or manually update its “_tics_since_birth” value–or even if “_tics_since_birth” counted down instead of up–it would, I think, not be too hard to sync the two effects. However, “_tics_since_birth” counts up, is private, and there is no apparent means of offsetting the first “birth” of a particle effect.
(I did try first disabling the latter effect, then using a “doMethodLater” call to start it again after an appropriate amount of time. However, this doesn’t seem to work, even with a call to the relevant system’s “clearToInitial” method. That said, there might be some particular method to getting this approach to work… And that said again, I’m not sure of how reliable “doMethodLater” is when the frame-rate varies, as might be the case just after loading a level…)
Does anyone have any suggestions as to how to do this?