These switches work with ATLS2 Lighting System, it is a very versatile and customisable system.
The API for this is included, in a seperate notecard.
Do not link or resize the RGB Controller and the Dimmer Switch objects.
Set them up using the ATLS2 Configurator HUD!
This product requires a v7 or newer viewer to see it's effects! It uses PBR technology to function!
Adjust your lights color to the perfect mood and brightness any time!
*Setting lights up with switches*
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Wear the ATLS2 Configurator HUD!
Rez a switch, click it's select button. This selects the light in the configurator hud
Apply a custom Light Group to the switch by clicking the Light Group on the HUD, then click the green Set Group button next to it.
Rez a light, select it with it's select button to select the light.
Configure the light's group the same way you did the switch.
These two entities are now grouped.
To configure the entire group of lights, you may checkmark the "To Group" option, and all your settings of color and intensity etc will apply to this lighting group.
You can shift drag your lights and switches and the group will remain applied to the new copies too!
*Using the configurator hud*
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From top to bottom the following
- Click the text field for Light Group
You can enter a Light Group name of your choosing here.
This will serve as the light group you control and customise when "To Group" is checked, otherwise it applies to Selection
- Click "Set Group" Button to assign selected lights to the currently displayed Light Group name.
The settings bellow apply to selected lights, or if "To Group" is checked, to the Light Group string.
If a light doesnt have approprate access, it will deny direct selection based configuration. Light Groups can be configured publicly always.
- Pick colors on the color picker, as soon as you release mouse button on it, it will apply color to Selection or Light Group
- Click Input Color to type in a custom color.
- Power slider sets the percentage of light power, more power makes brighter lights with longer reaching radius, each light model may output differently depending on their properties.
- Max radius slider sets the hard cap radius that will apply over the radius the light would have set based on it's unique properties and power slider's effect. It will never exceed this range.
- FOV% slider sets the projector field of view effect on the lights.
- Damageable checkmark enables or disables the damage features on the lights. It does not repair them fully if they were damaged already, it just disables the damage features
- On button sends on signal
- Off button sends off signal
To group checkmark toggles wether to apply settings to selection or to the whole Light Group that is actively inputted.
Number of Selected Items shows how many light entities are selected currently, use this to keep track of adding selections.
Desel All button will deselect everything, clears selection.
Multi Select checkmark will toggle between adding multiple lights selected to the list of selection, or selecting only the latest single light that you selected.
Eye Dropper button will sample the last selected light unit, and fill all of the configurator hud's values it's fetched data.
*The four buttons on each ATLS2 Entity*
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- Select Button sends the Select signal to the avatar that clicked it, if you are wearing the Configurator HUD, it will select on it and handle appropriately (Multiselect or Singleselect)
This is access regulated, if you don't have access you can't select it.
- Access button is owner only always, cycle this to change access. Red: Owner only, Yellow: Same Group only, Green: Everyone
- Damage buttons add damage or remove damage (repair) these are publically accessable when Damage is enabled on the lights, but only within 2 meters of radius within the light. Avatars have to be up close in arms reach to be able to interact with the damage buttons.
*Damage integration*
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When damage is enabled lights will be able to recieve damage and be repaired.
Each light type has different maximum hitpoints depending on their model and make.
Damage buttons on the light can be used to damage the light, or repair the light, only when standing within arm reach of the light.
This is intended for Roleplaying features.
Lights will also interact with LL Combat2 damage, ONLY When damage is enabled on the land they are on.
You can use negative damage of 101 type to repair lights.
Additionally refer to the API notecard on how to send link message damage (or repair) values to the lights with internal API.
You can use that to add your own custom combat system to the lights!
- PBR Materials
- ATLS2 Compatible
- Damage simulation