Light: Difference between revisions

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167 bytes added ,  13 May 2012
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imported>Henning
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imported>Keris
(Text reordered, description added)
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==Light Dialog==
==Light Dialog==
*'''ID:''' Unique indentifier for this form.
*'''ID:''' Unique indentifier for this form.
*'''Script:''' Selects the script for this object.
*'''Model:''' Displays the model for this object.
**'''Script edit button:''' Opens the script for editing.
**'''Edit:''' Chooses the model for this object.
*'''Select Sound:''' Sets the sound file for the object.
*'''Add Destruction Data:''' Sets the damage states if an object is destructable.
*'''Type:'''
*'''FOV:''' Default FOV for spotlights.
*'''FOV:''' Default FOV for spotlights.
*'''Falloff Exponent:''' Adjusts the rate at which the light falls off, only applies to spotlights.
*'''Falloff Exponent:''' Adjusts the rate at which the light falls off, only applies to spotlights.
*'''Radius:''' Default radius of the light.
*'''Radius:''' Default radius of the light.
*'''Near Clip:'''
*'''Color:''' The color of the light.
*'''Color:''' The color of the light.
*'''Flicker Effect:''' (the animation is enabled in the editor while the havok simulation is running) [[image:lightpulsefunc.png|thumb|Pulse function]]
*'''Flicker Effect:''' (the animation is enabled in the editor while the havok simulation is running) [[image:lightpulsefunc.png|thumb|Pulse function]]
**'''Pulse''' or '''Flicker'''
**'''Pulse''' or '''Flicker''' Pulse makes the light pulsate, growing brighter and dimming. Flicker gives the light a flickering effect, such as a candle would emit.
**'''Period:''' Time in seconds for the function to do a complete cycle.
**'''Period:''' Time in seconds for the function to do a complete cycle.
**'''Color Amplitude:''' The amount the function can dim below the light's fade intensity.
**'''Color Amplitude:''' The amount the function can dim below the light's fade intensity.
**'''Movement Amplitude:''' The scale of the position offset for a flicker light (scaled by the ini setting fFlickerMovement).
**'''Movement Amplitude:''' The scale of the position offset for a flicker light (scaled by the ini setting fFlickerMovement).
*'''Flags'''
*'''Flags'''
**'''Obstacle:''' If the file specified has movable havok bodies, this sets if it should cut this object from the Navmesh for the purposes of pathing.
**'''Obstacle:''' If the file specified has movable havok bodies, this sets if it should cut this object from the Navmesh for the purposes of pathing.
**'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
**'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
**'''Portal Strict:''' Sets this light to light only objects within roombounds it is touching. Necessary for shadow lights.
**'''Portal Strict:''' Sets this light to light only objects within roombounds it is touching. Necessary for shadow lights.
*'''Model:''' Displays the model for this object.
 
**'''Edit:''' Chooses the model for this object.
*'''Select TESSound:''' Sets the sound file for the object.
*'''Add Destruction Data:''' Sets the damage states if an object is destructable.
*'''This light can be carried:''' Sets if this is a carryable object such as a torch.
*'''This light can be carried:''' Sets if this is a carryable object such as a torch.
**'''Off by default:''' Sets the light to be off by default. This is usually done on the Reference rather than the base object.
**'''Off by default:''' Sets the light to be off by default. This is usually done on the Reference rather than the base object.
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**'''Value:''' Sets item value.
**'''Value:''' Sets item value.


*'''Script:''' Selects the script for this object.
**'''Script edit button:''' Opens the script for editing.


[[Category:WorldObjects]]
[[Category:WorldObjects]]
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