the particles are initialized with...
_InitBaddieParticles:
make particles 2,1,25,2
color particles 2, 255, 200, 200
set particle emissions 2, 10
set particle speed 2, 0.1
set particle gravity 2, 10
hide particles 2
Return
this is extracted from main loop in my game. the theory here was to see baddie blow up in particles, but not halt main loop with particle loop
`\player shoot at baddies
if controlkey()=1
gosub _MakePlayerBullet
endif
if object exist(2)
if object position y(2) < 5.75
position object 2, object position x(2),object position y(2)+.125, object position z(2)
intPlayerBulletCol=object collision(2,0)
`\if bullet hit baddie
if intPlayerBulletCol >= 3 and intPlayerBulletCol <= 42
position particles 2,object position x(intPlayerBulletCol),object position y(intPlayerBulletCol),object position z(intPlayerBulletCol)
show particles 2
intBadParticleDelay=Timer() + 500
delete object 2
delete object intPlayerBulletCol
play sound 5
intbaddiesrem=intbaddiesrem-1
dwoScore=dwoScore + 150
if intbaddiesrem=0
gosub _InitBaddies
gosub _GetReadyMsg
endif
endif
if intPlayerBulletCol >= 43 and intPlayerBulletCol <= 45
delete object 2
endif
else
delete object 2
endif
endif
`\test for particle duration end
if timer() > intBadParticleDelay then hide particles 2
Hope this helps
PS EDIT
the line that has +500 is setting the particle display time to 500 milliseconds, you can extend it by using a higher number (1000 milliseconds=1 second)
the test at the bottom, just outside the if is what shuts the particles off (hides them). So the particles are "always on" just not "always showing"
-RUST-