BurningNode
v1.4.8
One point of fire on a ship. A child particle and an optional child light follow this node's fire amount. The dropdown name is BurningNode.
Find placed ones in the Scene panel with s:BurningNode. See Filter.
Where you put it
Use the packed prefab burning_node, or one of the ship copies (ship_burning_node_a through ship_burning_node_j, ship_railing_burning_node). The node entity should be tagged burning_node. A child tagged particle_entity is the flame. A child tagged light_entity is the light.
What you set
The packed prefab stores one row. The panel label is Node Index.
| Panel field | What to do with it |
|---|---|
| Node Index | Order of this node along a sail or a rail. The packed prefab stores -1. The ship fire system reads this index. |
What it does
Fire amount runs from 0 to 1. Above 0, the particle emits. The light and the drip sparks turn on only after the fire system enables them. Emission scales with the fire amount. If the node drops under the water surface, the fire amount is cleared. The ship fire system and the sail visual read these nodes. They are not started by the scene on their own.
Where it lives
Managed script. No loose scene stores it. Prefabs are in NavalDLC\AssetPackages\nested_prefabs_packed.xml: burning_node, burning_node_rope, burning_node_yard, and the ship_burning_node_* copies.
Examples
Sail flame. Packed prefab burning_node. Node Index is -1. Child particle_entity is tagged particle_entity and uses psys_fire_on_sail_nosound.