New Lightbar pattern pretty much all you could do with only 2 channels Spoiler: LIGHTBAR CODE Code: "controller": [ ["fileName"], ["lightbar", { "defaultModeIndex": 1, "modes": [ ["name", "config"] ["Chase", [ ["electric", "value", "duration"], /* ["lightbar_l", 1, 0.20], ["lightbar_r", 0, 0.20], ["lightbar_l", 0, 0.20], ["lightbar_r", 1, 0.20],*/ // flash 1 ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 2 ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // warning flash ["lightbar_l", 1, 0.20], ["lightbar_r", 1, 0.20], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 1, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 1, 0.20], ["lightbar_r", 1, 0.20], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 1 ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 2 ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 1a ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // warning flash ["lightbar_l", 1, 0.20], ["lightbar_r", 1, 0.20], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 1, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 1, 0.20], ["lightbar_r", 1, 0.20], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 1a ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], // flash 2a ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 1, 0.2], ["lightbar_r", 0, 0.2], ["lightbar_l", 0, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // warning flash ["lightbar_l", 1, 0.20], ["lightbar_r", 1, 0.20], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 1, 0.2], ["lightbar_r", 1, 0.2], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 1, 0.20], ["lightbar_r", 1, 0.20], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 1 ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 2 ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], // flash 3 ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 1, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.05], ["lightbar_r", 0, 0.05], ["lightbar_l", 0, 0.10], ["lightbar_r", 1, 0.10], ["lightbar_l", 0, 0.10], ["lightbar_r", 0, 0.10], ], ], ], }], ],
If this is the one of which you speak it is released on the forums here Adding the nitro... Can handle a 200kw shot (150kw is safer though)...
after seeing so many threads asking about scratches and paint damage... i tried something. early attempt, but it gives away the idea. sorry no HD.
man, this is needed indeed! I hope the devs are watching as the damage is not only about dented panels but scratches aswell.. (another story is dirtiness on cars)
I don't know actually, but problably yes, since the new engine jbeam is based on etk's 6 cylinder ones, adding compatibility should be even more easyier now
I`m testing out something I would love to see ingame when the engine blows on all cars And I would love to know what happens in the engine Jbeam when the engine blows ( I don`t know at the moment)