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Old 15-03-21, 09:48   #1
ilariacroft
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Default Flame emitter not activating together

Hello! I added some intermittent flame_emitters with ocb -1 starting from the floor. I placed all the triggers on the same square, but despite this, the fires are a bit staggered, they don't go together. Why?

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Old 17-03-21, 20:45   #2
justin
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Have you tried using a single triggergroup to trigger all of the flames at once? Hopefully this forces them to sync up, but I know that none of my flame emitters ever sync up when I trigger them (could be a TRNG thing).
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Old 18-03-21, 10:44   #3
ilariacroft
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Quote:
Originally Posted by justin View Post
Have you tried using a single triggergroup to trigger all of the flames at once? Hopefully this forces them to sync up, but I know that none of my flame emitters ever sync up when I trigger them (could be a TRNG thing).
Maybe you are right, I will try to use a TriggerGroup! Thank you
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Old 20-03-21, 04:08   #4
Richard_trle
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I'd use an organizer to have the timer set up properly
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Old 20-03-21, 13:43   #5
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Originally Posted by Richard_trle View Post
I'd use an organizer to have the timer set up properly
Yeah, that's a good idea
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Old 31-03-21, 17:01   #6
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Does it have to do with the built-in variations in the flame_emitters maybe? If you scroll to the bottom of this page, you can see Titak talking about how certain ocb codes make identical flame_emitters have variations (perhaps for aesthetic reasons?).

Quote:
Flame-emitters

The OCB of a FLAME-EMITTER can be set to create horizontal or vertical collumns of flames, either continously or at intervals. Excellent for traps!

The following information on how to set OCB's for such flames is by Arch.

I found a formula loong time ago that help in making such flames.
That's it if somebody is interested:


(-1) x [(lenght of the break in seconds) x (8) + (a number between 0 and 7)]

for the last number I found some problems but it should work like this:

0 - Shoots flames forwards*
1 - Shoots flames upwards
2 - Shoots flames forwards without breaks
3 - Shoots flames forwards*
4 - Shoots flames forwards*
5 - Shoots flames forwards*
6 - Shoots flames forwards*
7 - Shoots flames forwards without breaks starting straight from the wall the back of the null mesh is pointing at.

As you could read, despite the formula, numbers 2 and 7 always make bursts without breaks, so you can simply set the ocb to -2 and -7 to obtain these effects.

*Moreover numbers 0, 3, 4, 5, 6 seem to make the same effect, but actually it's a bit tricky thing.
If you try to add different values keeping the first part of the formula the same, you will obtain slight variation of the lenght of the break (anyway less than a second). I don't know what's the use of it. Maybe it's only for a better visual effect, to avoid overlapping of the flame-throwers (like two consecutive bursts that turn on and off at the same time). But, actually, I don't know. I hope somebody will clearify this aspect because I was not able to do it...

Example: (-1) x [(3) x (8) + (1)] = -25
Putting -25 in the OCB of a flame_emitter will result in a fire trap that shoots flames upwards and stops for 3 seconds
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