The NGLE Manual
Pyrotechnics
and Flame Special Effects
By
Leonvdn
Exploding
Shatter Objects

You will need:
- Mine object (found in LOWSTRT.TR4)
- Grenade (found in all wads)
- Shatter object (found in most levels/wads)
The setup is quite simple:
Place all 3 objects on one square

Set the OCB of mine to 1 (this is so it only explodes when
triggered rather than when Lara steps on it)
And put a heavy trigger for the mine under the same object.
Set a regular trigger for the grenade on the same square.
The result:
The pot explodes in a blaze when broken; the mine sets off
the grenade which causes a shockwave effect that will hurt
or even kill Lara when she is too close to it.
Note, if the
shatter object is narrow at its base it might be advisable
to either set the object as invisible, or retexture the mine
with all transparent textures, that way it can't be seen and
the effect looks natural like in Forgotten Scribe where its
explained that the pots are full of oil and therefore
flammable. Egyptian tombs don’t generally have 21sth century
mines in them after all!
Flaming skeleton head

You will need:
The skeleton object (or any other animating object).
Setup:
This effect is created with the addeffect= script line in
the NGLE, as explained in this tutorial:
Mist effects
In this case the effect is made with this script line
;SKELETAL FLAME HEAD
AddEffect=1, ADD_FLAME, FADD_CONTINUE_EMIT, 9, IGNORE,
IGNORE, IGNORE, IGNORE,
IGNORE, 1, 0, IGNORE
ADD_FLAME, sets the effect as a flame
FADD_CONTINUE_EMIT, sets the fire to be constant
9, is the mesh number in wadmerger of the skeletons head

(extra2) 1, is the size of the flame
(extra3) 0, sets the flame not to hurt Lara, when set to 1
this effect will set Lara alight but in the case of the
skeleton this is unnecessary
To set this effect simply place the skeleton object as
normal and set the trigger wherever you want it.
On top of this place the action trigger for the addeffect on
the same square like so
Rotating flame setup

You will need:
Any animating object
Setup:
Again this is an addeffect as explained in this tutorial:
Mist effects
;FLAMESTRIP EFFECT
AddEffect=2, ADD_FLAME, FADD_FIRE_STRIP+FADD_ROTATE_180,
JOINT_SINGLE_MESH, 0, -256, 0, 600, 600, -8000, 1, 0
ADD_FLAME, sets the effect as a flame
FADD_FIRE_STRIP, sets it as a fire strip flame
FADD_ROTATE_180, sets the direction of the flame, this is
only relevant in relation to the object used in Forgotten
Scribe
JOINT_SINGLE_MESH, replaces the mesh number in the previous
addeffect as the animating object only has one mesh
0, -256, 0, are the X, Y and Z coordinates off the flame on
the animating object, -256 in this case places the flame
near the top of the object
600, 600, set the flame to emit constantly
(extra1) -8000, sets the length of the flame, this set to
different values (see in Reference section of NG center,
SCRIPT NEW commands under addeffect= for more information)
(extra2) 1, sets the flame as lethal to Lara
(extra3) 0, sets the flame as horizontal (1 sets it as
vertical)
To set this effect place a trigger for the animating object.
And then add the effect with the action trigger for
addeffect on the same square

In game you will now see the flame coming from the
animating object, it will burn Lara if she comes near it
To make the flame rotate, again select your animating object
and set the action trigger (Turn <#>ANIMATING moving endless
in (E) way) and set it to turn clockwise fastly.
Place this trigger on the same square as the other
triggers and you will see in game that the animating rotates
with the flame coming out of it.
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