You could always set of several 'frames' of your particle system, and trigger them in sequence. But that would eat a lot of memory.
I justtried having them spawn from a mobile func_train, but they always came from the original train brush's location, rather than moving with it. Ah, well.
This will almost definitely happen in the future, but there were some issues to making it work properly that I decided to save it until a future version.
grouping with func_train wont work since PB said he just tried it. Maybe if the Spirit of Halflife code is incorporated into NS in the future, we can make use of the MoveWith option to get moving particle systems...
It wouldn't be too hard to make the particle system move with a func_train, it would just need to update its origin every frame to be the same as the func_train's. There are some issues though, as to how to implement it. Do you have a function in the particle system that always check's its entity of origin every frame? Do you copy the movement code from the func_train into the particlesystem? And will the particle's emitted from the moving particle system retain the velocity of the particle system, or will they just spawn in the location of the particle system, leaving trails behind it?
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I justtried having them spawn from a mobile func_train, but they always came from the original train brush's location, rather than moving with it. Ah, well.
mayb that could work...... but i dont kno.....