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Old 26-08-15, 09:23   #1
AkyV
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Join Date: Dec 2011
Location: Hungary
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Default Flame Emitter OCBs

by George Maciver


1-7 Used for the fire circle setup (all seven OCB-codes required). No visible change in appearance.

Horizontal flames (like those that come from statues mouths) can be timed for when they are on and off. Here are a few OCB codes for the flame emitter: Please note these are approximations only.

Horizontal Flames (flame in direction of nullmesh cone)

-2 (minus 2) continuous flame

-14 on for 5 seconds off for 1 second
-21 on for 5 seconds off for 2 seconds
-6 on for 5 seconds off for 3 seconds
-37 on for 5 seconds off for 4 seconds
-32 on for 5 seconds off for 5 seconds

-4 on for 6 seconds off for 1 second
-3 on for 6 seconds off for 2 seconds
-28 on for 6 seconds off for 3 seconds
-53 on for 6 seconds off for 5 seconds
-52 on for 6 seconds off for 6 seconds
-59 on for 6 seconds off for 7 seconds
-68 on for 6 seconds off for 8 seconds
-64 on for 6 seconds off for 9 seconds
-84 on for 6 seconds off for 11 seconds
-97 on for 6 seconds off for 13 seconds
-107 on for 6 seconds off for 14 seconds
-108 on for 6 seconds off for 15 seconds

-12 on for 7 seconds off for 1 second
-20 on for 7 seconds off for 2 seconds
-38 on for 7 seconds off for 4 seconds
-44 on for 7 seconds off for 5 seconds
-48 on for 7 seconds off for 6 seconds
-60 on for 7 seconds off for 8 seconds
-72 on for 7 seconds off for 9 seconds
-80 on for 7 seconds off for 10 seconds
-85 on for 7 seconds off for 11 seconds
-102 on for 7 seconds off for 12 seconds
-100 on for 7 seconds off for 13 seconds
-115 on for 7 seconds off for 14 seconds
-112 on for 7 seconds off for 15 seconds
-128 on for 7 seconds off for 16 seconds

-70 on for 8 seconds off for 8 seconds

Continuous Flame coming from the Wall
flame doesn't start in the middle of the tile

-7 continuous flame from wall

In Addition to these constants there appears to be a few
variables mixed in amongst them. Try these if you need
variable flame timings:


-27 5 on 2 off 7 on 2 off
-40 7 on 5 off 5 on 5 off
-43 6 on 5 off 5 on 5 off
-51 8 on 6 off 6 on 6 off
-54 7 on 6 off 6 on 6off
-86 7 on 11 off 5 on 11 off
-110 6 on 14 off 8 on 14 off
-116 5 on 14 off 7 on 14 off

Vertical Flames

-1 on for 5 seconds off for 2 seconds
-41 on for 5 seconds off for 5 seconds

-9 on for 6 seconds off for 1 second
-25 on for 6 seconds off for 3 seconds
-33 on for 6 seconds off for 4 seconds
-57 on for 6 seconds off for 7 seconds
-73 on for 6 seconds off for 9 seconds
-113 on for 6 seconds off for 14 seconds
-129 on for 6 seconds off for 17 seconds

-49 on for 7 seconds off for 7 seconds
-81 on for 7 seconds off for 10 seconds
-121 on for 7 seconds off for 14 seconds

-65 on for 8 seconds off for 8 seconds

There is a definite mathematical formula involved, which increases
in OCB increments of 8. For example, minus OCB numbers 2, 10,
18, 26, 34, 42, 50 etc are all a continuous flame. Also, there appears
to be no limit to how high these OCBs can go as an OCB of -500 gives
you a horizontal flame that is on for 6 seconds and off for over a minute!

Flame Emitter 2 OCBs

-8 to -2 Used to flip flipmaps with the positive version of the OCB number, no matter if the relevant flame_emitter2 is near the flipmap in question. No flame will appear if a flipmap with the correct number exists (otherwise a small flame appears). Used for special setups (example: the scales setup) that demand partial triggers (using codebits).
-1 Will flip flipmap like the above settings, but is also used for the lightning conductor setup.
1 small flame
2 small flame moving slowly along the floor in the direction of the cone and will go up and down slopes. On contact with water, the flame will produce a bright flash and extinguish. If you place the nullmesh above water with a one shot trigger it will produce a bright flash but no flame. The flame emitter 2 object can also be used to trigger flipmaps. The nullmesh must be placed in the same room as the flipmap and must contain the same number (but negative -) as the flipmap in its OCB. When the flame emitter nullmesh is triggered it will activate the flipmap. This is used in combination flipmaps that employ codebits. The Scales puzzle in the Temple of Horus and the Lightning Conductor puzzle in Street Bazaar are examples of where this setup is necessary.
4
tiny flame (perfect for candles)
123 small flame in centre of tile

Flame Emitter 3 OCBs

1 small blue electric arc
2 blue electric arc from point of cone
3 large electric arc projecting holograph
888 - Big ball of lightning that follows Lara

You can make some nice puzzles using these!

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