Lightonfire
Based on game build 714014 | Last updated: 2026-03-08
Overview
Lightonfire is a scenario-stage script that automatically ignites an entity when it is created. It is typically used in event-driven world generation or scenario logic where certain objects or props should start on fire at spawn time. It relies exclusively on the burnable component and invokes its Ignite method without parameters, triggering default burning behavior.
Usage example
-- Applied via scenario/task when spawning a flammable entity
local inst = CreateEntity()
inst:AddComponent("burnable")
inst:AddComponent("fueled")
inst:AddComponent("propagator")
-- ... other setup ...
inst:AddEventCallback("oncreate", function() ... end)
In practice, this script is invoked internally by the scenario system using OnCreate(inst, scenariorunner).
Dependencies & tags
Components used: burnable
Tags: None identified.
Properties
No public properties.
Main functions
OnCreate(inst, scenariorunner)
- Description: Checks if the entity has a
burnablecomponent and, if so, callsIgnite()to start burning immediately upon entity creation. - Parameters:
inst(EntityInstance) — the entity being created; must have aburnablecomponent to have an effect.
scenariorunner(ScenarioRunner?) — the scenario controller instance (unused in current implementation). - Returns: Nothing.
- Error states: No effect occurs if
inst.components.burnableis absent.
Events & listeners
None.