V2Events - Aeroluna/Heck GitHub Wiki
Example:
"_events_":[
{
"_time": 8.0,
"_type": 2,
"_value": 1,
"_floatValue": 1,
"_customData": {
"_color": [1, 0, 1],
}
}
]- Will only apply to the single light it's attached to.
-
"_lightID": (int) Causes event to only affect specified ID. Can be an array. -
"_color":[r, g, b, a](float) Array of RGB values (Alpha is optional and will default to 1 if not specified). -
"_easing": (string) Any easing from easings.net (with the addition of easeLinear and easeStep). -
"_lerpType": (string) Lerp asHSVorRGB.
(Courtesy of https://www.alanzucconi.com/2016/01/06/colour-interpolation/).
-
"_lockPosition": (bool) Set to true and the event it is attached to will not reset laser positions. -
"_speed": (float) Identical to just setting value, but allows for decimals."_preciseSpeed"will alias to this. Will overwrite value (Because the game will randomize laser position on anything other than value 0, a small trick you can do is set value to 1 and _preciseSpeed to 0, creating 0 speed lasers with a randomized position). -
"_direction": (int) Set the spin direction (0 left lasers spin CCW, 1 left lasers spin CW).
-
"_nameFilter": (string) Causes event to only affect rings with a listed name (e.g. SmallTrackLaneRings, BigTrackLaneRings). -
"_reset": (bool) Will reset the rings when set to true (Overwrites values below). -
"_rotation": (float) Dictates how far the first ring will spin. -
"_step": (float) Dictates how much rotation is added between each ring. -
"_prop": (float) Dictates the rate at which rings behind the first one have physics applied to them. High value makes all rings move simultaneously, low value gives them significant delay. -
"_speed": (float) Dictates the speed multiplier of the rings. -
"_direction": (int) Direction to spin the rings (1 spins clockwise, 0 spins counter-clockwise). -
"_counterSpin": (bool) Causes the smaller ring to spin in the opposite direction.
-
"_step": (float) Dictates how much position offset is added between each ring. -
"_speed": (float) Dictates how quickly it will move to its new position.
This is just here so I can say I do everything that mapping extensions does but better c:
-
"_rotation": (float) Rotate by this amount. Just like normal rotation events value, but you know, as a float and not whatever dumb stuff Beat Games is doing.