Flame
Emitter OCBs
By
George Maciver
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
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
123 small flame in centre of tile (perfect for candles)
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!

Jurassic Park - Lara at the Movies
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