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Basic Lighting Events
- You should read about basic events first.
To understand a lot of the upcoming concepts, we must first understand the concept of light IDs.
Light IDs are a community created concept for basic events and V2 lighting/environments. The goal is to allow certain lighting events to target specific lasers within a "group" (back lasers, center lasers, left/right lasers, etc.). The base game does have internal lightIDs, but they are subject to change from update to update, so Chroma has it's own mappings that stay consistent between updates. When you are using lightID on basic events, this is what you are targetting.
Not only are there base environment light IDs, but the ILightWithId component on environment and geometry objects allow you to create new light IDs. They will take the lowest-most available unique integer in the current light ID map. So if you create 100 Environment objects all with the ID of "1", it will find the lowest-most available ID in that group that isn't already taken. For practical purposes let's say this ends up being 30. Each following environment statement's ID will then increment as they get assigned and IDs are taken up: 31, 32, 33... etc.
LightEvent is a subclass of BasicEvent in ReMapper which includes extra light specific properties/functions.
You have 2 options for creating lighting events.
You can build a lighting event with a group and then an action.
On rm.basicEvent, you can call a function to create a new event based on it's "group" to effect.
rm.basicEvent.backLasers(map, 2) // create back lasers event at beat 2Then you can call functions on the event that will change the "action" (on, off, fade, transition, or flash).
rm.basicEvent.backLasers(map, 2).on() // create event at beat 2 that turns back lasers onFor the action, there are two optional parameters inside the function.
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color: you can either provide a string literalRed,BlueorWhitewhich will use vanilla functionality, or provide a color array[r,g,b]or[r,g,b,a]which will use Chroma to color the event. -
lightID: you can provide a singlenumberor multiple numbers in an array[]for the light ID(s) this event will effect.
Here are some examples:
// Back lasers "red fade" event at beat 2.
rm.basicEvent.backLasers(map, 2).fade('Red')
// Type 3 "on" event at beat 3. Color defaults to blue.
rm.basicEvent.fromType(map, 3).on()
// Left lasers "value 0 (off)" event at beat 0.
rm.basicEvent.leftLasers(map)
// Center lasers "green on" event effecting light ID 100 at beat 0.
rm.basicEvent.centerLasers(map).on([0,1,0], 100)You can use the usual basic event constructor functions to create a basic event.
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