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| led_examples [2021/11/28 20:13] – [Using Triggers] hneg | led_examples [2022/03/05 13:15] (current) – hneg | ||
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| Next, a bit more complex trigger controlled situation. | 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. | + | 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/ | 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/ | ||
| {{: | {{: | ||
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| - | Place down a light emitter, set the class Chemlight_red for it, change the intensity to 40000 (add one 0 to it) and the Attenuation start to 2. Select the global | + | Place down a light emitter, set the class **//Chemlight_red//** for it, change the intensity to **//40000//** (add one 0 to it) and the **//Attenuation start//** to **//2//**. Select the **// |
| - | Place down another light emitter with class Chemlight_blue, | + | 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 **//Chemlight_blue//**, intensity to **//40000//** and attenuation start to **//2//**. **//Global attach//** the emitter to the other side of the roof of the vehicle, fine-tune like the previous one. | ||
| - | 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 condition | + | Place five 0x0 triggers. |
| - | In the condition | + | One next to each emitter, name the two to //blue// and //red// according to the color of the emitter. In the **// |
| + | < | ||
| + | and set it //Repeatable//. Use the tools " | ||
| + | In the **// | ||
| + | < | ||
| + | and set it //Repeatable//. Sync it with the red emitter (``SHIFT + ALT + S``). | ||
| - | Then name one trigger to start (just to keep things easier to follow), in it’s | + | Then name one trigger to //start// (just to keep things easier to follow), in it’s |
| + | < | ||
| + | In it’s | ||
| + | < | ||
| - | Then name the next trigger to main_ctrl. Set it Repeatable and in it’s | + | Then name the next trigger to //main_ctrl//. |
| - | In it’s On Activation field write do_lightctrl = true and in it’s On Deactivation field do_lightctrl = false | + | Set it //Repeatable// and in it’s |
| - | Set the three Timer Values (min – mid - max) to 0.1. | + | < |
| + | In it’s | ||
| + | < | ||
| + | and in it’s | ||
| + | < | ||
| + | Set the three **//Timer Values//** (min – mid - max) to **//0.1//**. | ||
| - | Name the last trigger to light_ctrl. Set it Repeatable and in it’s condition | + | Name the last trigger to //light_ctrl//. Set it //Repeatable// and in its **// |
| - | In it’s | + | < |
| - | Set the three Timer Values (min – mid - max) to 0.05. | + | In its **//On Activation//** field write |
| + | < | ||
| + | and in it’s | ||
| + | < | ||
| + | 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> | ||