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===== Using Triggers ===== | ===== 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. | 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 “avenue” (two rows) of a few light emitters, set the other row to use for example Chemlight_red and set the it’s | + | |
- | 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 the trigger owner to player and activation type owner only – present (for all the triggers of course). | + | Simple way to demo this, place an "avenue" |
- | Then, sync the triggers | + | 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 **// | ||
+ | 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 | ||
+ | |||
+ | 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> |