Torchfire Pillar
Based on game build 714014 | Last updated: 2026-03-07
Overview
torchfire_pillar defines a visual prefab that produces persistent fire and smoke particle effects. It relies on MakeTorchFire from torchfire_common.lua to construct the entity, and custom logic to configure rendering resources, particle behavior, and envelope definitions (color/scale over lifetime). This is used for environment props like the Torchfire Pillar, providing dynamic lighting and atmospheric visuals.
Usage example
The component itself is not added manually — it is instantiated as part of a prefab via the MakeTorchFire factory:
-- Inside another prefab's definition (e.g., prefabs/torchfire_pillar.lua itself)
return MakeTorchFire("torchfire_pillar", assets, nil, common_postinit, master_postinit)
Dependencies & tags
Components used: None directly; uses entity:AddVFXEffect() and EmitterManager.
Tags: None identified.
Properties
No public properties are exposed or initialized. All configuration occurs via factory parameters and runtime function calls.
Main functions
No standalone public functions are defined outside the factory usage. The file contributes two main setup functions used internally by MakeTorchFire:
common_postinit(inst)— Sets up particle effects on the client (non-dedicated servers). Initializes two emitters: one for fire, one for smoke.master_postinit(inst)— Setsinst.fx_offset = -130(likely for lighting calculation adjustments).
The internal helper functions emit_fire_fn and emit_smoke_fn are used by the emitter callback to spawn particles via effect:AddParticleUV and effect:AddRotatingParticleUV.
Events & listeners
None identified. Particle emission is handled by EmitterManager callbacks instead of event listeners.