Help Request: How make renderable particle ID numbers from Particle Flow

Hello all,

is there a way to make the numbers of Particle IDs from Particle Flow renderable?

I think a script could be loaded with script operator inside PF. Something like that... ? Still need help with corrections ! The idea is to have the ID as a text object (so it can be rendered) following the particle, as long as the particle exists.

Thanks for any help. This is what I think so far, but it doesn't work :P
____________________________________________________

on ChannelsUsed pCont do
(
pCont.usePosition = true
pCont.useInteger = true
pCont.useShape = true
)

on Init pCont do
(
count = pCont.NumParticles()
pCont.particleIndex = i
)

(

for i = 1 to count do

t = text() -- creates a text shape
t.pos.x = i.pos.x+5
t.pos.y = i.pos.y
t.pos.z = i.pos.z
t.text = i.name -- makes the text match the ID of the object
t.size = 1.5
t.font =
t.name = i.name -- renames the text shape with that of the object
t.parent = i -- parents the text shape to the original object
t.wirecolor = red

)