This was the first attempt that really worked. At first when the AI entered the trigger area the particle effect would appear to quickly so I added a delay to make it clearer that the AI had actually stopped within the area. In this example the AI enters the trigger area, the particle effect starts up and then a few seconds later it spawns again but then there is no further increase in intensity in relation to time.
After playing around some more I got this:
A much simpler graph which is infact more obvious. On start of game the proximity trigger is enabled (the flowgraph is attached to this proximity trigger). On entering the proximity trigger we attach a Logic:Any to allow the entry of a time delay loop. The time delay loops round so that every second (indicated by the 1) it triggers the next step which is to spawn the particle effect.
The only problem with this is that it works as it is attached to an AI who remains on the trigger point having moved there. Infact it would be more accurate for the particle effect to stop spawning once the AI or player leaves the area.
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