moving a disabled particle system that's set to distance emission

no matter how hard i disable this particle system it still emits particles in a line when i move its transform.

heres my code:

	function load()
	{
		boltParticles.emissionRate=0; 			// try to stop it from emitting by making it not emit.
		boltParticles.enableEmission = false; 	// try to stop it from emitting by turning the emission off.
		trailRender.enabled = false;
		transform.position = hand.position; 	// move into position everything is off by this point. yet it still emits.
		transform.rotation = hand.rotation;
		boltParticles.Clear();					// i even clear the particles, and they still show up.
		rigidbody.velocity=Vector3.zero;
	}
	
	function fire()
	{
		targetVec = pointer.position;
		fired=true;
		trailRender.enabled = true;
		renderer.enabled = true;
		boltLight.enabled = true;
		collider.enabled = true;
		boltParticles.emissionRate = BPEMRate; 	// set the emission rate back to normal
		boltParticles.enableEmission = true; 	// turn it back on
	}

	function explode()
	{
		fired=false;
		renderer.enabled = false;
		collider.enabled = false;
		rigidbody.velocity=Vector3.zero;
		explodeParticles.Emit(20);
		explodeLight.range=10;
	}

code is ran in this order:

load >> fire >> explode

then it repeats if u click again.

i have come across this before, but i was always able to solve it by turning it back on after a yield waitForEndOfFrame();. but in this case i’m getting a bunch of coroutine errors, and that’s over my head right now.

my question is this: is there any way to stop it from emitting during the re-position, without using coroutines?

Oh man i cant belive i didnt try this before i posted…

i put the particle system into its own separate child GameObject and disable / enable that object instead of trying to change the particle system.