Hi, could anyone help me by coding a new actor?
I tried splicing some code myself, but I don't know enough. What I basically need is a Triggerflame, like a ThieveryTorchFlame, but made:
Basically, I want to make dousable fires throughout the map. At the moment, each fireplace has one flame and it looks ugly. I'm looking to surround each hearth torchflame with toggleflames to make a good looking fire that uses one light source. The events in the ThieveryTorchFlame properties should toggle the trigger flames on and off - I've tested them with special events and they work fine, but they don't seem to have any effect on other torchflames.
I thought the cleanest way to do it would be to toggle the DrawStyle dynamically from STY_Mesh to STY_None, but I see water arrows just change the drawscale on torchflames - maybe performance issues or coding impossibilities I don't know about?
Using multiple torchflames for fires results in an odd bug whereby, if lit by one flare, the light from all the ThieveryTorchFlames returns but the drawscales aren't reset to their original values. That's the reason why I'd like this new class.
I tried splicing some code myself, but I don't know enough. What I basically need is a Triggerflame, like a ThieveryTorchFlame, but made:
- so water arrows, fire bolts, and flares don't affect it at all (Presumably not subclassing it from torchflame will take care of that)
- to have the same appearance as a torchflame
- as a trigger toggle flame that disappears and re-appears.
Basically, I want to make dousable fires throughout the map. At the moment, each fireplace has one flame and it looks ugly. I'm looking to surround each hearth torchflame with toggleflames to make a good looking fire that uses one light source. The events in the ThieveryTorchFlame properties should toggle the trigger flames on and off - I've tested them with special events and they work fine, but they don't seem to have any effect on other torchflames.
I thought the cleanest way to do it would be to toggle the DrawStyle dynamically from STY_Mesh to STY_None, but I see water arrows just change the drawscale on torchflames - maybe performance issues or coding impossibilities I don't know about?
Using multiple torchflames for fires results in an odd bug whereby, if lit by one flare, the light from all the ThieveryTorchFlames returns but the drawscales aren't reset to their original values. That's the reason why I'd like this new class.
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