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Cinematic_Prefabs#548790

<cat>Dev.Cinematic</cat> <title>Prefabs & Entities</title> This page details information regarding prefabs and entities useful for cinematic purposes. <note>WORK IN PROGRESS - information coming soon</note> # Cinematic Prefabs Below are cinematic prefabs which can be used in <page text="custom maps.">custom_maps</page> # Cinematic Entities Cinematic entities can be spawned by admins via the <page text="F1 console">f1/console</page> or placed in <page text="custom maps.">custom_maps</page> ⤶ ## Cine Lights⤶ ⤶ Cine lights help add and shape light in your scene. There are three types of cine lights that can be added:⤶ * Spot lights - high intensity, long range directional lights that produce harsh shadows⤶ * Point lights - low intensity, short range omni-directional lights that produce soft shadows⤶ * Three point lights - a cluster of three low intensity lights meant to light a small area from multiple angles⤶ ⤶ Additionally, lights can have different colors:⤶ * Cool - A more natural white with a slightly bluish hue⤶ * Warm - A more orange tinted white⤶ * Green - A green light, only available as a point light⤶ * Red - A red light, only available as a point light⤶ ⤶ Below is a full list of the current available cine lights that can be spawned:⤶ ```cpp⤶ cinelight_3p_cool⤶ cinelight_3p_warm⤶ cinelight_point_cool⤶ cinelight_point_green⤶ cinelight_point_red⤶ cinelight_point_warm⤶ cinelight_spot_cool⤶ cinelight_spot_warm⤶ cinelight_spot_white⤶ ```⤶ ⤶ <note>Currently, `cinelight_spot_white` does not spawn an actual spotlight. Rather, it is a zero intensity light that looks like a light in the scene but adds no additional light to the scene.</note>⤶ ⤶ Lights can be spawned with the `spawn` command and removed with the `ent kill` command while looking directly at the light. For faster spawning, the prefix `cinelight_` can be omitted when spawning lights.⤶ ⤶ **Placement Tips**⤶ ⤶ When spawning point and spot lights, they must be affixed to a surface. Point and spot lights will spawn on the first collision surface in your character's line of sight. ⤶ ⤶ When spawning three point lights, they a bit above whatever point on the ground or other horizontal surface your character is looking at. If you are looking at a ceiling, the lights will spawn above the ceiling looking down at it.⤶ ⤶ Point and spot lights can be stacked in very close proximity to each other. This is especially useful for point lights as they are low-intensity lights. You can stack as many as necessary to get the desired level of lighting in your scene.⤶ # Other Entities Below are additional entities useful for cinematic purposes - these can be spawned by admins via the <page text="F1 console">f1/console</page> or placed in <page text="custom maps.">custom_maps</page> ## Modular Car Presets Modular car presets make it easier for server owners to instantly spawn a working vehicle for each of the 3 available chassis sizes. These car presets come spawned with tier 3 engine components and max fuel. Spawn a modular car preset using the command `spawn car_2mod_01` or `spawn car_3mod_01` or `spawn car_4mod_01` - replace the last double digit number for a different vehicle configuration. <note>For less typing and faster spawning, use the spawn command without the "car_" portion of the string - E.g. "spawn 2mod_01" or "spawn 3mod_05"</note> Below is a full list of the current available modular car presets, each with different configurations: ```cpp /// 2 Module Cars car_2mod_01 car_2mod_02 car_2mod_03 car_2mod_04 car_2mod_05 car_2mod_06 car_2mod_07 car_2mod_08 /// 3 Module Cars car_3mod_01 car_3mod_02 car_3mod_03 car_3mod_04 car_3mod_05 car_3mod_06 car_3mod_07 car_3mod_08 car_3mod_09 car_3mod_10 car_3mod_11 car_3mod_12 /// 4 Module Cars car_4mod_01 car_4mod_02 car_4mod_03 car_4mod_04 car_4mod_05 car_4mod_06 car_4mod_07 car_4mod_08 car_4mod_09 car_4mod_10 car_4mod_11 ```