LED Hook Commands
LED Hook: Strip Commands:
Cut and Paste Safe Commands:
Flash_ALED_Strip
Random_Flash_ALED_Strip
Sequence_ALED_Strip
Slash_ALED_Strip
Double_Slash_ALED_Strip
Explosion_ALED_Strip
Double_Explosion_ALED_Strip
Display_Range_ALED_Strip
Cut and Paste NOT Safe Commands:
Reload_Flash_ALED_Strip - Player Number: 5th Asrgument
Death_Flash_ALED_Strip - Player Number: 5th Asrgument
Reload_Sequence_ALED_Strip - Player Number: Last Asrgument
Death_Explosion_ALED_Strip - Player Number: 6th Argument
Death_Double_Explosion_ALED_Strip - Player Number: 7th Argument
Flash, Random Flash, and Sequential Commands:
There can only be 30 Flash commands total. The same for Random Flash and Sequential commands. If you use a Flash command on 4 strips, that counts as 4 commands of the allowed 30 commands. For example, you use the this in the group file.
It counts as 4 commands, as the command run on just one strip. I can increase this if needed, but thought that 30 commands would be enough. If you need more, please email me or tell me on Discord.
Commands:
Flash Commands:
Flash_ALED_Strip (Time On) (Time Off) (Number of Flashes) (Color) (Wait)
Flashes the color for all the strip(s), when the output signal data is not equal to 0. If Wait is a ‘1’, then if a command is already running, the Flash command will be put into a buffer.
Reload_Flash_ALED_Strip (Time On) (Time Off) (Number of Flashes) (Color) (Player Number) (Wait)
Flashes the color for all the strip(s), when the player’s reload happens. Output signal needs to be player’s ammo value.
Death_Flash_ALED_Strip (Time On) (Time Off) (Number of Flashes) (Color) (Player Number) (Wait)
Flashes the color for all the strip(s), when the player’s death happens. Output signal needs to be player’s life value.
Random Flash Commands:
Random_Flash_ALED_Strip (Number of LEDs) (Time On) (Time Off) (Number of Flashes) (Color) (Enable 2nd Color) (Probability) (2nd Color)
Randomly flashes number of LEDs with color, on the strip(s). Each strip will have its own random LEDs. A 2nd color can be enabled, with the probabilities of 1/2 to 1/11, by entering 2 to 11. If the probability happens, and is enabled, then the 2nd color will flash. This executes when the output signal’s value is not equal to 0.
Sequence Commands:
Sequence_ALED_Strip (Time Delay) (Number of LEDs per Delay) (Color)
Light up the first LED(s) of the strip, and then delays. Then it will light up the next LED(s) and delay, and loop this until all the LEDs are on. This executes when the output signal’s value is not equal to 0.
Reload_Sequence_ALED_Strip (Time Delay) (Number of LEDs per Delay) (Color) (Player Number)
Light up the first LED(s) of the strip, and then delays. Then it will light up the next LED(s) and delay, and loop this until all the LEDs are on. This executes when the player’s reload happens. Output signal needs to be player’s ammo value.
Slash Commands:
Slash_ALED_Strip (Time Delay) (Number of LEDs in Slash (4 * X)) (Number of LEDs Moved per Cycle) (Number of Slashes) (Color) (Reverse)
Lights with lowering intensities, travel across the strip. Can choose 1 to 10, which gets multiplied by 4, for the number of LEDs in the Slash. There can be 4 to 40 LEDs in the Slash. The first LED in the Slash is at full intensity. Then the following LEDs have their intensity lowered, until the last LED has the lowest intensity and almost off. The Slash moves 1-10 LEDs per cycle, and the cycles are seperated by the Time Delay. Id 2 to 10 LEDs come on per cycle, it will decrease the run time by 2x to 10x. The direction of the slash can be reversed. The Slash can be run 1 time, or up to 9 times. The slash will be mostly used for recoil, and maybe damage.
Double_Slash_ALED_Strip (Time Delay) (Time Off) (Number of LEDs (4 * X)) (Number of LEDs Moved per Cycle) (Number of Slashes) (Color) (Reverse)
Lights with lowering intensities, travel across the strip, wait, and then go the oppisite direction to the starting point. The wait is based on the Time Off argument, and can be 0, for no wait time. Can choose 1 to 10, which gets multiplied by 4, for the number of LEDs in the Slash. There can be 4 to 40 LEDs in the Slash. The first LED in the Slash is at full intensity. Then the following LEDs have their intensity lowered, until the last LED has the lowest intensity and almost off. The Slash moves 1-10 LEDs per cycle, and the cycles are seperated by the Time Delay. The double slash can be run 1 time, or up to 9 times, with a wait in-between based on Time Off argument, which can be 0 for no wait. The direction of the slashes can be reversed.
Explosion Commands:
Explosion_ALED_Strip (Time Delay) (Number of LEDs to Turn On) (Number of Explosions) (Color) (Reverse) (Wait)
This display feature is to look like an explosion happened. It starts out with the middle LEDs lighting up, then delays, and lighting up LEDs on both top and bottom of the middle. This goes on, until it gets to the ends of the strip. Also, the light intensity lowers for each light going out from the center. The ends will be the lowest intensity, and might not turn on, if the starting intensity is low enough. For each cycle, 1 to 10 LEDs per side will be turned on. This can decrease the time it takes to run the Explosion by 1x to 10x. The Explosion can be run 1 time, or up to 9 times. The process can be revered, were the lights will start at the ends, and go towards the center. Highest intensity at the ends, and lowest at the center. Can look like a monster or zombie bite. If Wait is a ‘1’, then if a command is already running, the Explosion command will be put into a buffer.The Explosion will be mostly used for damage, and why it has the wait buffering.
Death_Explosion_ALED_Strip (Time Delay) (Number of LEDs to Turn On) (Number of Explosions) (Color) (Reverse) (Player Number) (Wait)
Explosion display command the on the strip(s), when the player’s death happens. Output signal needs to be player’s life value. If Wait is a ‘1’, then if a command is already running, the Explosion command will be put into a buffer.
Double_Explosion_ALED_Strip (Time Delay) (Time Off) (Number of LEDs to Turn On) (Number of Explosions) (Color) (Reverse) (Wait)
Is the Explosion command, wait based on Time Off, and then do the reverse Explosion. If reverse is enabled, then it will do the reverse Explosion, wait, and then do the normal Explosion. The Double Explosion can be run 1 time, or up to 9 times, with a wait in-between based on Time Off argument, which can be 0 for no wait. Please see the above explosion command on how it works.
Death_Double_Explosion_ALED_Strip (Time Delay) (Time Off) (Number of LEDs to Turn On) (Number of Explosions) (Color) (Reverse) (Player Number) (Wait)
Double Explosion display command the on the strip(s), when the player’s death happens. Output signal needs to be player’s life value. If Wait is a ‘1’, then if a command is already running, the Explosion command will be put into a buffer.
Display Range Commands:
Display_Range_ALED_Strip (Max Range) (Number of Steps) (Time Off) (Color Map) (Enable Seq Reload) (Time Delay) (Number of LEDs per Delay) (Ammo Check)
Display Range is used to display information to the player. The Max Value, is the maximum value that the data can display. Display Range will caluculate the range, if the new value is greater than the old value, like a reload. Also, if 'Ammo Check' is enabled, if new value differs by 2 or more from the old value, Display Range will recalulate the range again, like when switching weapons. As long as the Mav Value is greater than the values in the game. Commands can run on top of the Display Range, like the Background command. The time off from the Display Range command, is the time that the lights are off, before a new command starts. Giving a break between the Display Range and the new command. Since there can be multiple steps, a Color Map is needed, even if 1 step with 1 color is used. A Color Map with 1 color can be created in the ALED Group file. If the output signals value is greater than the last value, then a reload will happen, if it is enabled. If the reload is enabled, then it needs the time delay, and the number of LEDs to turn on, in-between the delays. If 'Ammo Check' is blank, then it will be auto set, if the Output Signal ends in 'ammo', non-case sensitive.
Arguments:
Color: Defined RGB Color in the Group File
2nd Color: Defined RGB Color in the Group File
Color Map: Defined Color Map in the Group File
Time On: 1ms - 9,999ms (0.001s - 9.999s)
Time Off: 1ms - 9,999ms (0.001s - 9.999s)
Time Off for Slash & Explosion: 0ms - 9,999ms (0s - 9.999s)
Time Delay: 1us - 9,999us (0.000001s - 0.009999s) **** In us and not ms
Number of Flashes: 1 - 9
Number of Slashes: 1 - 9
Number of Explosions: 1 -9
Wait: 0 or 1 - Enables or Disables the Flash Command Buffering
Player Number: 1 – 4
Number of LEDs: 1 - 10 Number of LEDs to Light Up During Random Flash
Number of LEDs per Delay: 1, 2, 4, 8 Number of LEDs to Turn on In Between Delays for Sequential
Number of LEDs in Slash (4 * X): 1 - 10 Number of LEDs in a Slash, Which is 4 - 40
Number of LEDs Moved per Cycle: 1 -10 Number of LEDs Moves per Cycle in Slash
Number of LEDs to Turn On: 1 - 10 Number of LEDs to Turn on Per Cycle
Enable 2nd Color: 0 or 1 - Enables or Disables the 2nd Color on the Random Flash
Probability: 2 - 11 Where 2 is 1/2 (50%), 3 is 1/3 (33%), 4 is 1/4 (25%) ... 11 is 1/11 (9.1%)
Max Range: 1 - 9,999 The Maximum Range that Can be Displayed. The Value Used in the Range, is the Reload Value. If Reload Value is Greater than Max Range, then it will be Changed to Max Value.
Number of Steps: 1 - 9 The Number of Color Steps for the Display Range
Enable Seq Reload: 0 or 1 Enables or Disables Sequential Reload for Display Range
Reverse: 0 or 1 Enables the reverse, for Slash, Double Slash, Explosion, and Double Explosion.
Ammo Check: 0 or 1 Enables the difference check for Display Range. Used on ammo values, to tell when a weapon has been switched.