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How do these lights look?

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Post February 6th, 2014, 11:40 pm
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Image

The shadows are on just for show....Will turn them off if I upload it with the model. I think I need to make the cones angle more shallow so the lights cutoff angle can be wider. What do you guys think?

Post February 7th, 2014, 3:39 am
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I agree with what you are thinking about, it would work well. With that I'll say it looks great otherwise!
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post February 7th, 2014, 7:41 pm
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well I added more and it looks awesome....but How do I script them to turn on and off at specific times?

Post February 7th, 2014, 7:52 pm
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Time of day?
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo

Post February 10th, 2014, 9:27 pm
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Yeah, I don't know how to script the object to have the light turn off at a certain time of day.

Post February 10th, 2014, 9:42 pm
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There's a certain setting in the script for lights called (idk which one or if it even is this, haven't played with this setting yet, could someone confirm which one?)

private static final double c_fSwitchOnAngle = 18.0; // degrees

bool bEnable = sim.getCurSunElevation() <= m_fElevationLimit;

My advice is playing around is encouraged.
Coaster Count: 582 // Top Five: 1. Helix 2. Nemesis 3. Big Bad Wolf 4. Boulder Dash 5. Balder

Coasterkidmwm wrote:
4 G's to the taint was a bit much for me because I'm not a power bottom like Turbo


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