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components can just be enabled or disabled. So in your case it would be
torch_holder_11.particle:enable()
...
only if your obeject owns a controller-component, you can set this controller to activate:
teleporter.controller:activate()
The controller needs a script to know what to do when activated. Have a look at the Grimrock asset-pack and there at the generic-file in the objects folder. It tells a lot how this works.
THOM formaly known as tschrage _______________________________________________ My MOD (LoG1):Castle RingfortThread My MOD (LoG2):Journey To JusticeThread | Download
to keep it's component-state after a save/reload action.
On the other hand: having too many objects with no minimalSaveState will slow down saving/reloading an can possibly crash the game during that...
THOM formaly known as tschrage _______________________________________________ My MOD (LoG1):Castle RingfortThread My MOD (LoG2):Journey To JusticeThread | Download
How would I apply the same technique to a touch being carried by the party.
I messed around with the Torch Douser/Anti-Light Area code by lmaoBoat but had no joy with it