LarryG on 16/6/2013 at 12:28
The Extinguishable script which is on the Extinguishable archetype is what is causing your troubles, I think:
Quote:
Extinguishable
gen.osm 1/G/2
A derivative of AnimLight. Manages a model tweq that is active when the light is on, and halts at Model 5 when turned off. Makes the object suspicious or not accordingly. Responds to WaterStim and KOGas by turning off the light. FireStim will turn the light on.
What you need is to do, I think, is to have the unlit brazer's model name (brazier1) specified at Model 5 of the Tweq>Models list of models. Since you aren't animating the models for the brazer, just put the lit model name (also brazier1) in Model 0 and ignore the rest of the Tweq. That should do it.
Yandros on 16/6/2013 at 14:57
I think this is actually caused by NewDark, as I discovered when we were making Drymian Codex. My new objects worked fine just putting them under the Extinguishable archetype in 1.18, but in 1.19+ it changed the model to the torch when it was extinguished. If Larry's suggestion doesn't work (I doubt it will, I'm pretty sure I tried that), let me know, and I'll go look at DryCo to remember how I fixed it. As I recall I had to make a different archetype beside (as a sibling, not child) of Extinguishable and copy some props over, and also had to manage the extinguishing without using the Extinguishable script; I think I used NVRelayTrap and a WaterStim receptron.
Lady Rowena on 16/6/2013 at 16:06
Well, actually I don't want the flame to extinguish, so I deleted the script and checked 'don't inherit'. I just wanted to inform R Soul about the problem. Thanks for the suggestions though, I will try and see what happens. :)
R Soul on 16/6/2013 at 18:17
I just double checked in my own gamesys and I also used a model tweq referring to brazier1.
:o
DrK on 17/6/2013 at 12:38
This brazier looks fantastic ! Thanks :D
darthsLair on 8/12/2013 at 16:36
Thankyou R Soul, I just used this, and it is fantastic!
Ravenhook on 8/12/2013 at 16:57
R..that's brilliant, I have some pokers heating up in it nicely and I have positioned it on top of one of those lost city type burners...so as to get a double layered effect:cheeky: it has set off my torture chamber very nicely.:eek:
The only thing I haven't been able to get working is the sparks.
LarryG on 8/12/2013 at 20:02
Try this for a sparks archetype:
1. Make it a child of FireParticleFX so that it gets Scripts>StdParticleGroup and Shape>FX_Particles.
2. SFX>Particle Launch Info:
* Bounding Box
* Box Min: (-0.7, -0.7, -0.4)
* Box Max: (0.7, 0.7, 1.0)
* Min Radius: 0.0
* Max Radius: 0.0
* Velocity Min: (-0.7, -0.7, 0.0)
* Velocity Max: (0.7, 0.7, 0.7)
* Velocity unrotated?: not checked
* Min time: 0.5
* Max Time: 1.5
3. SFX>Particles:
* Active: checked
* Particle render type: Single colored pixels
* Particle animation: Launched continuously
* Particle Group Motion: Attached to object
* number of particles: 8
* size of particle: 0.01
* bitmap name:
* velocity: (0, 0, 0)
* gravity vector: (0, 0, 3)
* color (paletized): 185
* Everything Else is 0 or unchecked except for particles start launched which is checked.
4. Renderer>Transparency (alpha): 0.5
Then use a ParticleAttachment link to link it to the brazer. I don't know if there is a suitable vhot to pick. Make adjustments in height &tc. to make it look right in this case.
R Soul on 9/12/2013 at 01:02
The spark setup is mentioned in the readme file, which contains screenshots of all relevant properties and links. The sparks are actually scaled bitmaps, and they are launched in a cylinder rather than a bounding box. If you start with FlameSparx you don't need to make a lot of changes.