Note 24-03-2023: you may want to jump to the main post in this thread after getting the concept.
As soon as I got some police cars with light bar I wanted to make it work on AI cars. One way of doing this is modifying the code in the CSP config of the car to have the extra lights turned on every time the AI headlights are on (night or bad weather by default).
For example
Without such code the clever trick of the Charger (using "digital_instruments.ini" for LED's and working even without CSP) only works on lod0 and blinker lights come on and off when the switch to lodB occurs which is entertaining only for about one minute. So I'm using the CSP code to get the spectacular sight of police chase with all AI's flashing near and far regardless of lod switch.
PS: Playing around with the problem I tried to make all LED's into "COCKPIT_HR" which was not present in the mod originally. And after creating the node with proper parenting I got them to act according
but that didn't help with the problem of lodB disabling the lights from "digital_instruments.ini".
For the nearly-perfect Crown Vic the modification consists of changing every [EMISSIVE_EXTRA_A_**] to [EMISSIVE_LIGHT_...].
I'm posting this to get your wit working on finding even better solutions for enabling blinkers for AI cars.
As soon as I got some police cars with light bar I wanted to make it work on AI cars. One way of doing this is modifying the code in the CSP config of the car to have the extra lights turned on every time the AI headlights are on (night or bad weather by default).
For example
Code:
[EMISSIVE_LIGHT_...]
NAME=LED_1
COLOR=0, 0, 8000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
[EMISSIVE_LIGHT_...]
NAME=LED_0
COLOR=8000, 0, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1
[EMISSIVE_LIGHT_...]
NAME=LED_2
COLOR=8000, 8000, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
[EMISSIVE_LIGHT_...]
NAME=LED_3_SUB0
COLOR=6000, 4000, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
[EMISSIVE_LIGHT_...]
NAME=LED_3_SUB1
COLOR=6000, 4000, 0
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
[EMISSIVE_LIGHT_...]
NAME=LED_3_SUB2
COLOR=4000, 4000, 4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.5
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
[EMISSIVE_LIGHT_...]
NAME=lightbar_front2
COLOR=4000, 4000, 4000
LAG=0
SIMULATE_HEATING=0
BLINKING_PATTERN=(|0=1|0.5=0|1=0|2=1|3=0|3.5=1)
BLINKING_DURATION=0.3
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=0
CAST_LIGHT=1
Without such code the clever trick of the Charger (using "digital_instruments.ini" for LED's and working even without CSP) only works on lod0 and blinker lights come on and off when the switch to lodB occurs which is entertaining only for about one minute. So I'm using the CSP code to get the spectacular sight of police chase with all AI's flashing near and far regardless of lod switch.
PS: Playing around with the problem I tried to make all LED's into "COCKPIT_HR" which was not present in the mod originally. And after creating the node with proper parenting I got them to act according
Code:
[COCKPIT_HR]
DISTANCE_SWITCH=666
For the nearly-perfect Crown Vic the modification consists of changing every [EMISSIVE_EXTRA_A_**] to [EMISSIVE_LIGHT_...].
I'm posting this to get your wit working on finding even better solutions for enabling blinkers for AI cars.
Attachments
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