Stop Particles
Type: Action
Category: PARTICLE
Deactivates a particle emitter by hiding it with setVisible(False). Already-emitted particles may continue until they expire depending on the system settings.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
| Emitter Object | String | "" |
Emitter object name in the scene. Empty = self.own |
Sockets
| Socket | Direction | Type |
|---|---|---|
| In | Input | Exec |
| Out | Output | Exec |
Generated code
scene.objects['fx_smoke'].setVisible(False)
Typical usage
Stop smoke when exiting a damage zone
[On State Exit: FSM ID="engine", State="running"]
└── On Exit ──► [Stop Particles: Emitter Object="exhaust_fx"]
Start / Stop pair
# On entering charging state:
[On State Enter: FSM ID="weapon", State="charging"]
└── On Enter ──► [Start Particles: Emitter Object="charge_fx"]
# On leaving charging state:
[On State Exit: FSM ID="weapon", State="charging"]
└── On Exit ──► [Stop Particles: Emitter Object="charge_fx"]
Notes
- Hiding the emitter does not destroy in-flight particles — behavior depends on the particle system lifetime setting.
- To completely destroy an instanced emitter, use
endObject()(available in BT Custom Task).