Clear inserts with color changing lamps a possibility?
Feel as though I could be asking too much here but has it ever been done in a sim yet? ![]()
Best Answer BilboX , 13 May 2014 - 02:05 PM
No, it is possible. You have to get the basiclamp behaviour:
BxBasicLamp lb = AddLamp("Bulb3",10);
Then you can dynamically change two color values, for lit and unlit colors:
//!< color when lamp is lit lb.m_lit = Color(10,56,250); //!< color when lamp is unlit lb.m_unlit = Color(1,5,25);
If you call this in an undate loop, you can interpolate r,g,b.
We'll make a "utility" function if this is widely used...
Go to the full post
Posted 13 May 2014 - 01:32 PM
Clear inserts with color changing lamps a possibility?
Feel as though I could be asking too much here but has it ever been done in a sim yet? ![]()
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 13 May 2014 - 02:05 PM Best Answer
No, it is possible. You have to get the basiclamp behaviour:
BxBasicLamp lb = AddLamp("Bulb3",10);
Then you can dynamically change two color values, for lit and unlit colors:
//!< color when lamp is lit lb.m_lit = Color(10,56,250); //!< color when lamp is unlit lb.m_unlit = Color(1,5,25);
If you call this in an undate loop, you can interpolate r,g,b.
We'll make a "utility" function if this is widely used...
UP2
Posted 13 May 2014 - 02:07 PM
Wow. Sweet.
We'll make a "utility" function if this is widely used...
I'd like to use it in all original tables but you gotta think from now until whenever most tables these days will be standard procedure.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 30 June 2014 - 09:31 AM
public void LampOn(int r,int g,int b)
{
BxBasicLamp neh = (BxBasicLamp)AddLamp("EyeBulb", 23, "BxBasicLamp");
neh.m_lit = new UnityEngine.Color(r,g,b);
// neh.m_onTime = 10f;
neh.Start();
neh.TurnOn();
// SetSolenoid(23, true);
}
Couple of things here. I've had to cast the (BxBasicLamp) & use the new keyword on color from your original code.
I can't get it to turn on though without the SetSolenoid. It comes on but shuts off straight away, not sure how to do this.
"neh.m_onTime = 10f;" .. This turns it on but slowly gets brighter until it can't get any more brighter.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000