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| led_examples [2021/11/28 20:10] – [Using Triggers] hneg | led_examples [2022/03/05 13:15] (current) – hneg | ||
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| **//Play Scenario// | **//Play Scenario// | ||
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| + | 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/ | ||
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| + | 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> | ||