systematic and mesh particle emitter

I´m looking for a way to turn of the systematic particle spawn option when the emitter finishes generating the shape of my mesh, right before it goes back to spawn a particle at vertex 0. Does anyone have any idea how to do this?

Maybe something like:

private var numberOfVertices : int;

function Start () {
	numberOfVertices = GetComponent(MeshFilter).sharedMesh.vertexCount;
}

function Update () {
	if (particleEmitter.particleCount > numberOfVertices) {
		particleEmitter.emit = false;
	}
}

–Eric

almost, I tried it and the particleEmitter.particleCount returns the current number of particles on the screen, this code would work perfectly if there was a variable that would return the total number of particles emitted since the level started, is there such thing?

Not that I know of. You could try using the particleEmitter.Emit() function to emit particles in a controlled way and count them yourself, maybe?

–Eric

Just a thought here, if you used the particle animator to make the last 3 colour options invisible, and bumped the energy up, Erics script may work? I understand the destroyed particles are whats fudging your calculation? Maybe if they were invisible instead of destroyed?
/2c
AC