Here's a simple flame effect with added extras thanks to a quick multimanager setup. When you press the button, a flame shoots up, accompanied by a sound. After a few seconds, the sound and flame both die out.
The button's target
is called flame
. There are two multimanagers
that are both called flame
. One of them triggers flame
seconds and end
after no delay. Multimanagers have to have SmartEdit turned off and the values of the keys are the delays. The second multimanager
seconds. The row of sprites are called flame
, except for the lowest one, which is called end
. There is a ambient_generic
entity near all the env_sprite
entities, which provides the sound. It's also called flame
For more information on multi_managers
check out SlayerA's
Making any sense?
When you press the button, the flame and end sprites all turn on, and so does the sound. After nine seconds, the flame turns off and the sound begins it's fade-out. Only the bottom sprite is visible for half a second (this was meant to look like the flame dying out), and then everything stops and the button resets.