Coroutine for particle system Itween path?

I am very new to C# and Itween. How can I make my particle system repeat it’s path as if on a loop? I used a coroutine but it only still seems to play once. I even looked into -“looptype”,iTween.LoopType.pingPong));. However, I’m still confused on how to paraphrase this into my script.

public string pathName;
public float time;

// Use this for initialization
void Start () {
	
	//StartCoroutine (LoopVFX());
	iTween.MoveTo( gameObject, iTween.Hash("Path", iTweenPath.GetPath (pathName),"easetype",iTween.EaseType.easeInOutSine, "time", time));

}

 //Update is called once per frame
void Update () {
	StartCoroutine (LoopLine ());
	
}
IEnumerator LoopLine (){

	int waitWindTime =  10;
	int loopCount = 30;
	for (int i = 0; i< loopCount; i++){
		yield return new WaitForSeconds (waitWindTime);
	}
}

}

@Hellium You’ve been a big help and I’m clueless!

I’ve never used iTween, but, as far as I understand, you can provide a function name, called once your tween ends.

public string pathName;
 public float time;
 // Use this for initialization
 void Start () {
     FollowPath();
     //StartCoroutine (LoopVFX());
 }
 
  //Update is called once per frame
 void Update () {
      // DON'T START A COROUTINE IN THE UPDATE FUNCTION UNLESS YOU UNDERSTAND WHAT COROUTINES ARE,
      // IT STARTS A COROUTINE EVERY FRAME
     //StartCoroutine (LoopLine ());
     
 }
 IEnumerator LoopLine (){
     int waitWindTime =  10;
     int loopCount = 30;
     for (int i = 0; i< loopCount; i++){
         yield return new WaitForSeconds (waitWindTime);
     }
 }

 public void FollowPath()
 {
     iTween.MoveTo( gameObject, iTween.Hash("Path", iTweenPath.GetPath (pathName),"easetype",iTween.EaseType.easeInOutSine, "time", time, "oncomplete", "FollowPath"));
 }