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if the particle lifetime is too long, like they might accumulate against that distance limit.
Another option could be make an invisible cylinder around the the end of the lighter and add a collision via traces operator with the flags set to cull particles which collide with it.
You can also increase the speed of emission and make the life time super short so they dont live long after leaving the lighter.
It is very fiddly. It took me hours and many restarts from scratch to get the flames right on these candles, and they still act a little funny if you move really fast. Ultimately I felt I got the best results by limiting the lifespan and cranking up the movementbasic speed and emission rate.
Hope that helps!
The candle object (parent model) is set to physics override so the player can pick it up and move it around. You can also use destinations_physics. Any physics object can have any world model to represent it in engine. Physics objects don't support animations or scripted actions unless they are created as tools. There is a tutorial on making custom tools if you need animations, scripts and the like on the SteamVR tutorials/wiki site.
I was working on a stormy map of a cabin in the woods and the func_precipitation feature is busted . had to create my own rain particle effect and use logic timers for lights and sounds. The laser emitter for lightning effects... Busted.
Displacement maps for terrain? Totally different than the tutorials.
Hell of a learning curve when so many things are broken or undocumented. I hope they keep updating it. It has a lot of potential.