Nightlight Flame
Based on game build 714014 | Last updated: 2026-03-06
Overview
nightlight_flame is a lightweight prefab used to render a visually consistent flame effect with dynamic lighting and sound parameters. It is not a standalone component but a prefabricated entity definition that integrates with the firefx component on the master simulation to assign lighting levels and configure animation/sound behavior. It uses AnimState and SoundEmitter to render visuals and play looped audio, and includes the FX tag for categorization.
Usage example
-- Create an instance of the nightlight flame at a specific world position
local inst = SpawnPrefab("nightlight_flame")
inst.Transform:SetPosition(x, y, z)
-- The firefx component is added only on the master instance; client-side instances are pristines
Dependencies & tags
Components used: firefx (added only on master simulation)
Tags: FX
Properties
No public properties. The firelevels table is defined in the prefab file scope and assigned to inst.components.firefx.levels during initialization.
Main functions
Not applicable — this is a prefab definition, not a component. It returns an entity instance via its fn() constructor. No custom methods are defined on the instance.
Events & listeners
None identified.
Additional notes
- The prefab is designed to be server-side authoritative: only the master simulation adds the
firefxcomponent and assignsfirelevels. Client instances return early after setting up animation and sound assets. - Animation bank and build are set to
"campfire_fire"; bloom and multicolour effects are configured for soft, warm lighting. - Four lighting levels (
level1throughlevel4) are defined with increasing radius (2 to 5), sound intensity (0.1 to 1), and unchanged visual intensity (0.8) and falloff (0.33). All use the same particle/sound asset and warm pinkish-white colour{253, 179, 179}. - Dependencies include
firefx_light(a referenced prefab, likely used as a child or visual附属 effect) andsound/common.fsbfor audio.