Tutorial: Flame Effect Last edited 18 years ago2000-11-27 05:00:00 UTC by atom atom

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older tutorials are no longer useful, or they duplicate information from other tutorials and entity guides. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.

Download attachment

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 after 9 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 triggers end after 9.5 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 miltimanagers check out SlayerA's tutorial, Multimanagers.

The Result

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.


You must log in to post a comment. You can login or register a new account.