//used ball.mdl for fire1 action
//added light source RGB 215 163 40 range 600
//then used light_effect script in place of the lightsource

BMAP fire_map,<fire01.bmp>;

action fire1
{
while(1)
{ // fire burns forever
my.skill13 -= 1; // counter
if (my.skill13 <= 0)
{
my.skill13 = my.skill8 / TIME; // set counter to initial value
my.skill10 = my.x + random(4) - 2; // pos.x
my.skill11 = my.y + random(4) - 2; // pos.y
my.skill12 = my.z; // pos.z
emit(1,my.skill10,test_fire1); // emit particle
my.skill10 = my.x + random(4) - 2; // new pos.x
my.skill11 = my.y + random(4) - 2; // new pos.y
emit(1,my.skill10,test_fire1); // emit second particle
my.skill10 = my.x + random(4) - 2; // new pos.x
my.skill11 = my.y + random(4) - 2; // new pos.y
emit(1,my.skill10,test_fire1); // emit third particle
my.skill10 = my.x + random(4) - 2; // new pos.x
my.skill11 = my.y + random(4) - 2; // new pos.y
emit(1,my.skill10,test_fire1); // emit fourth particle
}
wait(1);
}
}

function test_fire1()
{
if (my_age == 0)
{ // initialize particle
my_alpha = 0;
my_speed.z = 0.08 + random(0.04);// speed.z
my_color.red = random(150); // random offset for sin function
my_color.green = random(150); // random offset for cos function
my_size = 640 + random(320); // set size
my_map = fire_map; // set bitmap
my_flare = on; // set transparency
my_bright= on; // set glowing effect
END;
}
if (my_age > 30)
{ // kill if too old
MY_ACTION = NULL;
}
if (my_age > 7)
{ // set alpha according to age
my_alpha = 91 - my_age * 3;
}
else
{
my_alpha = my_age * 10;
}
my_speed.x = sin(my_age * 7 + my_color.red) / 7; // play with speed.x
my_speed.y = cos(my_age * 8 + my_color.green) / 7; // play with speed.y
}


Francois 'Fang' Godbout Quebec, Canada P.S. I'm a fench canadian using GameStudio v5.203