I created a variable in an object, there are two such objects. The first are ghosts, they are deleted when their variable is exhausted. And a particle that should also disappear when its variable is zero. But instead, all the particles disappear.
the principle of operation for the two objects is the same, except that the particles appear on the scene, and the ghost object exists. But in theory they should have an individual variable, and it works as a result as one common to all
in general, I can’t do anything to remove the particles individually
Yes. But I need it not to be deleted from all variables, but only from the one that is currently touched. It works with ghosts. it is necessary that one particle associated with the bullet be removed when touching
In this event, you do not have any conditions that filter or select the NewParticlesEmmiter2 to use, so the action is applied to all of them.
No you haven’t.
Gruk’s solution works. If you look at @gruks screen shot, the highlighted green lines are what you need to add to delete the particle emitter for a specific bulet object.
In your latest one, why are you repeating for each NewParticlesEmitter, and then taking into account all NewParticlesEmitter linked to Bulet? That makes no sense. If the particle emitter you are iterating over is not linked to the Bulet object, then GDevelop won’t do anything with it.