So what's different about this new version?
- No more bloat from animated spinning flames, instead, the TEXTURES lump is used to permute 6 graphics into 78 unique sprites for a highly varied effect.
- New DECORATE features are used to help reduce the overall number of lines of code.
- Thing arguments are used in combination with advanced state jumping to allow for a large variety spawning patterns and intensities.
- Flames are now "wind thrustable" so you can have torches blowing in the breeze.
Code: Select all
Args[0] - Shape
0 = Square: flames are spawned in a random square pattern relative to the calling actor's z angle covering a 2 dimensional pattern of (-Size / 2) * (Size / 2), see Args[1].
1 = Circle: flames are spawned in a random circular pattern where the radius is calculated from 0 to (Size / 2) on a random z angle.
2 = Line: flames are spawned in a random linear pattern along the z angle of the calling actor from the location of the actor to the distance of (Size).
3 = Ring: flames are spawned in a random ring pattern around the calling actor where (Size / 2) is used as the radius for the pattern.
4 = Box flames are spawned in a random box outline pattern relative to the calling actor's z angle.
Args[1] - Size
0|1 = 64 map units.
2 = 128 map units.
3 = 192 map units.
4 = 256 map units.
5 = 320 map units.
6 = 384 map units.
7 = 448 map units.
8 = 512 map units.
Args[2] - Intensity
0|1 = 1 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
2 = 2 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
3 = 3 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
4 = 4 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
5 = 5 flames spawned per 64 square map units for Square & Circle.
6 = 6 flames spawned per 64 square map units for Square & Circle.
7 = 7 flames spawned per 64 square map units for Square & Circle.
8 = 8 flames spawned per 64 square map units for Square & Circle.
Args[3] - Type
0 = Damaging flame that spawns at the z level of the calling actor.
1 = Damaging flame that spawns at the floor level or below the calling actor.
2 = Non-interactive flame that spawns at the z level of the calling actor.
3 = Non-interactive flame that spawns at the floor level or below the calling actor.
- "Torch" actors to be used for flame throwers.
- An explosion actor to generate 3D flame explosions.
- A fire wave actor to generate waves that emanate in a circular pattern outward from the center.
- Your suggestions (within reason).
[edit]File updated[/edit]