Flame Emitter OCBs
by 
		George
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!
		