Pyrotechnics and Flame Emitter Special 
		Effects
by 
		Leonvdn

		- Mine object (found in LOWSTRT.TR4)
- Grenade 
		(found in all wads)
- Shatter object (found in most levels/wads)
		
		The setup is quite simple:
Place all 3 objects on one 
		square
		
		Set the OCB of mine to 1 (this is so it only explodes 
		when triggered rather than when Lara steps on it)
And put a heavy 
		trigger for the mine under the same object.
Set a regular trigger 
		for the grenade on the same square.
		
		
		The result:
The pot explodes in a blaze when broken; the 
		mine sets off the grenade which causes a shockwave effect that will hurt 
		or even kill Lara when she is too close to it. 
		Note, if the 
		shatter object is narrow at its base it might be advisable to either set 
		the object as invisible, or retexture the mine with all transparent 
		textures, that way it can't be seen and the effect looks natural like in 
		Forgotten Scribe where its explained that the pots are full of oil and 
		therefore flammable. Egyptian tombs don't generally have 21st century 
		mines in them after all!
Flaming skeleton head
		
		You will need:
The skeleton object (or 
		any other animating object).
Setup:
This effect is 
		created with the addeffect= script line in the NGLE, as explained in 
		this tutorial:
		
		Mist effects
In this case the effect is made with this script 
		line
;SKELETAL FLAME HEAD
AddEffect=1, ADD_FLAME, 
		FADD_CONTINUE_EMIT, 9, IGNORE, IGNORE, IGNORE, IGNORE,
IGNORE, 1, 0, 
		IGNORE
ADD_FLAME, sets the effect as a flame
		FADD_CONTINUE_EMIT, sets the fire to be constant
9, is the mesh 
		number in wadmerger of the skeletons head
		
		(extra2) 1, is the size of the flame
(extra3) 
		0, sets the flame not to hurt Lara, when set to 1 this effect will set 
		Lara alight but in the case of the skeleton this is unnecessary
		To set this effect simply place the skeleton object as normal and set 
		the trigger wherever you want it. 
On top of this place the action 
		trigger for the addeffect on the same square like so
		
		
Rotating flame setup
		
		You will need:
Any animating object 
		
Setup:
Again this is an addeffect as explained in this 
		tutorial:
		
		
		Mist effects
;FLAMESTRIP EFFECT
AddEffect=2, ADD_FLAME, 
		FADD_FIRE_STRIP+FADD_ROTATE_180, JOINT_SINGLE_MESH, 0, -256, 0, 600, 
		600, -8000, 1, 0
ADD_FLAME, sets the effect as a flame
		FADD_FIRE_STRIP, sets it as a fire strip flame
FADD_ROTATE_180, 
		sets the direction of the flame, this is only relevant in relation to 
		the object used in Forgotten Scribe
JOINT_SINGLE_MESH, replaces 
		the mesh number in the previous addeffect as the animating object only 
		has one mesh
0, -256, 0, are the X, Y and Z coordinates off the 
		flame on the animating object, -256 in this case places the flame near 
		the top of the object
600, 600, set the flame to emit constantly
		
(extra1) -8000, sets the length of the flame, this set to different 
		values (see in Reference section of NG center, SCRIPT NEW commands under 
		addeffect= for more information)
(extra2) 1, sets the flame as 
		lethal to Lara
(extra3) 0, sets the flame as horizontal (1 sets 
		it as vertical)
To set this effect place a trigger for the 
		animating object.
And then add the effect with the action trigger 
		for addeffect on the same square
		
		In game you will now see the flame coming from the 
		animating object, it will burn Lara if she comes near it
To make 
		the flame rotate, again select your animating object and set the action 
		trigger (Turn <#>ANIMATING moving endless in (E) way) and set it to turn 
		clockwise fastly.
		
Place this trigger on the same square as the other triggers and you will see in game that the animating rotates with the flame coming out of it.