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!