part_system_automatic_update(ind, automatic);
Argument | Description |
---|---|
ind | The index of the particle system to change. |
automatic | Whether automatic updating is on (true) or not (false). |
Returns: N/A
This function controls whether GameMaker: Studio should
update the particle system automatically or not, and normally you
would not need to use this function as the default value of
true (automatic update is on) is what you wish to happen.
However, for special effects or for pausing the game, you can set
this to false and it will prevent any updates being
carried out on the given particle system unless explicitly
commanded by the use of the function part_system_update or you
use this function again to turn automatic updates on. No updating
means that particles created in this system will no longer change
position, colour or any other parameter and that emitters will
cease to work too, "freezing" the system at the exact point in
which the automatic update was set to false.
One thing to note is that if you are using the simple effects
created by the functions effect_create_above
or effect_create_below
then you can use the values of 0 (for below effects) or 1 (for
above effects) as the particle system index and so toggle the
automatic update for these too (this will also work to toggle
updating for the D'n'D particle effects).
if global.Pause
{
part_system_automatic_update(global.Sname,
false);
}
The above code will switch off the particle updates if the global variable "Paused" is true.