T.I., seems using tracktwo settings in lieu of visibility worked just fine (and with saved games). I'll verify it a few times though before uploading another package. I tried CStartTriggers before the above solution, that didn't work, but I had a feeling that controlling the animation directly might. Still don't understand it, but t'is the quarks of modding tres.Hmm. That IS odd, since of all the triggers it seems the PlayerEnter/Leave triggers seem to be the ones the least prone to malfunction. Have you tested it with a CStartTrigger, by any chance? Alternately you might have to use some Variable triggers that have the evaluate now function to determine whether the flame should be visible or not.
@Drac, if I had the extra dough bud, I'd buy you one!
Saved games should work just fine now. Due note the saved game labeled 'test' is no good, toss it (from an earlier test I forgot to delete). No way in hell I'm going to upload again for something so minor.
*Note: AspectRatio is set at 16.9 since I'm a using wide-screen monitor. If you have a square monitor, set the AspectRatio to 0.0 (or 4.1). You'll
find the setting inside the ATX_config. file. There's a read_me file found inside the level's folder -