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Dec 14, 2025
| -- !Name "Burning Floor" | ||
| -- !Section "Objects" | ||
| -- !Description "Create a Burning Floor Object." | ||
| -- !Arguments "NewLine, Moveables" |
| } | ||
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| local FIRE_OFFSETS = | ||
| { --displacement, rotation, size |
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Are these offsets relative to the OG Burning Floor object?
| @@ -0,0 +1,123 @@ | |||
| local START_DELAY = 0.25 | |||
| local BURN_DURATION = 1024 | |||
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I think the burning parameters should be included in the node itself. So the effect can be customised per burning floor.
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Also, watching the OG version back : the colour of the burning floor doesn't fade to black
https://youtube.com/clip/UgkxVedmKiQO6JAusaCvA2GNosmuGOfgMkA3?si=5W7cAxM1Vt2-22-Z
| local ocb = burningFloor:GetOCB() | ||
| TEN.Sound.PlaySound(SOUNDS.SHATTER) | ||
| burningFloor:Shatter() | ||
| TEN.Flow.FlipMap(ocb) |
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AS well as the OCB parameter (ie: choose flipmap number) and then set the OCB of the specified burning floor object to it .
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Adds Burning Floor Node.
Trigger the Burning Floor Object or set all bits 1-5 to active
Create a volume covering it
Add an event set
Change to onVolumeInside
Set Activators to Lara and others
Put the burning floor as the first argument in the node
Leave second as [Activator]
OCB dictates the flipmap number that will be triggered once the object burns
You can have multiple burning floors but only one should be active at one time.
To be merged after merging this PR.
TombEngine/TombEngine#1824