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led_examples [2021/11/28 19:39] – hneg | led_examples [2022/03/05 13:15] (current) – hneg | ||
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Clear the scenario, place down a big drone plane (I’m using the // | Clear the scenario, place down a big drone plane (I’m using the // | ||
- | Place down a light emitter and select the class **// | + | Place down a light emitter and select the class **// |
<WRAP important> | <WRAP important> | ||
When you change the intensity param you can see how shortly after the parameter field changes color to yellow. This means the input is being validated and only after the field turns back to white is the input validated successfully and applied to the emitter. In case of faulty input you get a red Eden notification, | When you change the intensity param you can see how shortly after the parameter field changes color to yellow. This means the input is being validated and only after the field turns back to white is the input validated successfully and applied to the emitter. In case of faulty input you get a red Eden notification, | ||
__You have to wait for the validation to finish until you can change a value in any other param field.__ | __You have to wait for the validation to finish until you can change a value in any other param field.__ | ||
- | This makes things a bit slow but if there wasn’t such a validation faulty data could be “injected” into the emitter causing errors which in turn would cause tool’s database corruption which would mean the scenario would most likely be FUBAR...</ | + | This makes things a bit slow but if there wasn’t such a validation faulty data could be "injected" |
+ | |||
+ | You can also change parameter data with the mouse scroll wheel, see details in [[todo|Inserting data into data fields]]. | ||
+ | |||
+ | Select **//Global attach//** from the attach mode selector, the button on the top menu with the " | ||
+ | Either click the button or tap ``SHIFT + A`` until it changes from {{: | ||
+ | |||
+ | Select the emitter you placed, move the mouse cursor to an empty area and press ``ALT + A`` to activate the **//Global attach//** mode. The mode is indicated by a globe symbol above the navigation widget. You will also hear a sound play and see the emitter move to the camera view center. | ||
+ | {{ : | ||
+ | <wrap em>Do NOT press left mouse button</ | ||
+ | |||
+ | Note that when the emitter is above an object surface a green reticule icon will appear over it: | ||
+ | {{ : | ||
+ | Press left mouse button to confirm attach. | ||
+ | |||
+ | **//Global Attach//** can be a tad annoying to use because the object surface detection is checked from many directions so which ever, the cursor or the emitter itself, collides with the surface there’s the surface position so the emitters may behave " | ||
+ | So, move the emitter to either wing, about half way and press left mouse button. You will hear a sound play and the globe symbol disappear from the screen. The attach mode selector button also turns back to the " | ||
+ | |||
+ | Then you can fine tune the emitter position by selecting the emitter, activating the Eden **// | ||
+ | {{ : | ||
+ | |||
+ | You can also, instead of Global attach, just drag the emitter onto the entity and press ``SHIFT + ALT + A``, this will attach the emitter to the spot it is at on the model. Requires the Eden //Surface snapping// switched **on**. The same green reticule icon will show up if the emitter is on the object surface. | ||
+ | |||
+ | Place down another light emitter, or clone the previous one with the clone button or the ``SHIFT + CTRL + C`` kb shortcut. Select the class **// | ||
+ | |||
+ | Place down a third light emitter (or clone previous) and select the class **// | ||
+ | Place down a fourth light emitter (or clone previous) and select the class **// | ||
+ | So now your drone should look like something like this: | ||
+ | {{: | ||
+ | Change the drone altitude to 100. Place down some player entity and **//Play Scenario// | ||
+ | {{: | ||
+ | |||
+ | ===== Someone left the lights on ===== | ||
+ | Simple way to make it look like someone has lights on in a building: place down a light emitter and give it the class **// | ||
+ | {{: | ||
+ | {{: | ||
+ | |||
+ | In this case **//Ambient color//** should be set to [0,0,0] is that despite it’s name it doesn’t act as you might assume it does. If you check the box **//Link ambient with color//** the **//Ambient color//** gets the same slider settings as **// | ||
+ | {{: | ||
+ | |||
+ | That is because **//Ambient color//** defines the color the surfaces around the light source, __including surfaces that face away from the light__ are illuminated with. The regular **// | ||
+ | |||
+ | Ambient color allows you to do some quite X-Files domes for example: | ||
+ | {{: | ||
+ | |||
+ | ===== More Attach ===== | ||
+ | Lights can be attached, just like particle emitters, to object model selections. Including terrain objects. | ||
+ | So, go to an enterable building, place down a light emitter and give it some reasonably bright class. | ||
+ | Press and hold down ``T`` on your keyboard and move the mouse cursor over that building. It gets highlighted green. Press left mouse button to select the building, the highlight turns to blue (a sound also plays). | ||
+ | |||
+ | Select selection attach mode by pressing the attach mode selection button (or ``SHIFT + A``) until the button has a grid-like image on it ({{: | ||
+ | |||
+ | This opens a sub-leaf on the tool UI showing the possible selections on the building to choose from. | ||
+ | {{: | ||
+ | |||
+ | When you select a selection from the list the light will move to that selection on the building model. Press **//OK//** to confirm your selection. | ||
+ | {{: | ||
+ | |||
+ | ===== Using Triggers ===== | ||
+ | Like with the particles light emitters can be controlled with simple triggers if you wish them not to shine at the start of the scenario. | ||
+ | |||
+ | Simple way to demo this, place an " | ||
+ | Set the other row use for example **// | ||
+ | |||
+ | Then, place down a trigger and place it slightly before the first two emitters, then place as many triggers as you need to have one for each emitter pair. Set each trigger owner to player and activation type //owner only – present// | ||
+ | |||
+ | <WRAP important> | ||
+ | Sync the triggers with the emitter " | ||
+ | {{: | ||
+ | |||
+ | What this " | ||
+ | |||
+ | **//Play Scenario// | ||
+ | {{: | ||
+ | |||
+ | Next, a bit more complex trigger controlled situation. | ||
+ | If you own for example the **//Laws of War DLC//** it comes with an ambulance that has the emergency lights on it. | ||
+ | Well, they look absolutely ridiculous compared to the real thing because in the dark you can see those things light up blocks away. Just Google some emergency vehicle images/ | ||
+ | {{: | ||
+ | |||
+ | So, let’s put a couple of light emitters and triggers to emulate what they should kinda look like. I say " | ||
+ | Start a new scenario, put down some car, doesn’t have to be the previously mentioned ambulance, this is just an example. | ||
+ | {{: | ||
+ | |||
+ | Place down a light emitter, set the class **// | ||
+ | Fine-tune the emitter position so that it lights up the outside roof instead of the insides of the vehicle. | ||
+ | Place down another light emitter with class **// | ||
+ | |||
+ | Place five 0x0 triggers. | ||
+ | One next to each emitter, name the two to //blue// and //red// according to the color of the emitter. In the **// | ||
+ | < | ||
+ | and set it // | ||
+ | In the **// | ||
+ | < | ||
+ | and set it // | ||
+ | |||
+ | Then name one trigger to //start// (just to keep things easier to follow), in it’s **// | ||
+ | < | ||
+ | In it’s **//On Activation// | ||
+ | < | ||
+ | |||
+ | Then name the next trigger to // | ||
+ | Set it // | ||
+ | < | ||
+ | In it’s **//On Activation// | ||
+ | < | ||
+ | and in it’s **//On Deactivation// | ||
+ | < | ||
+ | Set the three **//Timer Values//** (min – mid - max) to **// | ||
+ | |||
+ | Name the last trigger to // | ||
+ | < | ||
+ | In its **//On Activation// | ||
+ | < | ||
+ | and in it’s **//On Deactivation// | ||
+ | < | ||
+ | Set the three **//Timer Values//** (min – mid - max) to 0.05. | ||
+ | |||
+ | Place down a player entity to observe and **//Play Scenario// | ||
+ | You should see the lights blinking (badly) on the vehicle roof, looking more like the real thing than the vanilla blinking textures: | ||
+ | {{: | ||
+ | |||
+ | Of course setting **//Use Flare//** and adjusting it’s size would make them look more real. | ||
+ | |||
+ | This example points out that the when synced with a trigger using the tool’s sync (``SHIFT + ALT + S``) the emitter follows the triggers activation/ | ||
+ | |||
+ | Obviously making these lights look better it would require some scripting in-scenario. | ||
+ | Such a script is included in an example at the end of this manual in the section [[todo|In-Game Functions –> Examples]], but it is quite crude and not really meant top be used, especially not tested in MP. | ||
+ | |||
+ | |||
+ | ===== Directional ===== | ||
+ | <WRAP todo> |