Material Light Animation (QSF)

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  • Information about the 'Material Light Animation' component.


    PropertyDescriptionUsage
    ActiveControls whether the object will be active/visible in game.
    AnimationTypeChose between five different Animation Types: Pulse, Flicker, Switching, Defective, CustomPulse: Fades the light in and out smoothly based on the AnimationCycle duration and the MinIntensity value.
    Flicker: Causes a flickering effect based on the AnimationCycle duration and the MinIntensity value.Switching: Switches the light on and off, altered by the AnimationCycle duration and the MinIntensity value
    Custom: Switches the light on (1) and off (0) based on numeric values.
    It is possible to use iterations between these two values (1, 0.9, 0.8)
    Values need to be separate by commas.
    So created patterns can be infinitely long, since they are always relative to the AnimationCycle duration.
    AnimationCycleThe duration of the whole cycle in seconds.All the other time values function relative to this value, which makes it particularly important.
    MinIntensityThe lowest amount of intensity the light/material will reach during the cycle.This value can be used to fine tune the look of that particular light.
    FadeDelays the on/off timing.
    CustomAnimationValuesOnly relevant when using the CUSTOM Animation Type. Lets you define custom animation patterns unsing the values "1" and "0" (1 = on, 0 = off).Unlimited values can be used here to create a lengthily pattern, but they are timed over the duration of the set duration in "AnimationCycle".
    CustomAnimationStartOffsetLets you pick an offset value for the starting point of the cycle.Can be used to randomize multiple lights being animated at the same time.
    RandomStartLet's the animation start at a random point in time.Can be used to randomize multiple lights being animated at the same time.
    StartDelaySet a start delay in seconds.Can be used to randomize multiple lights being animated at the same time.
    LightMaterialDefine the coherent emissive material, for it using the same animation type and settings.
    LightMaterialIsInTopParentCheck this, if the Material Light Animation Component is used on a child of the actual object, which contains the material.