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Default state

The DefaultState setting available in every Settings script allows you to configure what will happen to the lights as soon as the game starts. The setting is slightly different depending on which type of light you're configuring, as some offer less features than others. The setting in its fullest form looks like this:

DefaultState = {
On = {},

Color = {
["White"] = { "All" },
},
SecondaryColor = "White",

EnabledCues = {},
Actions = {},
CueSettings = {
["State.Cue3"] = {
Groups = 2,
},
},

Brightness = 1,
CueSpeed = 1,
FadeSpeed = 1,

GoboRotate = false,
SmoothColor = false,
AnimatedGradients = false,
LoopCues = true,
GroupRandom = false,
Overshoot = false,
KillCues = false,

Tilt = {
[0] = { "All" },
},
Pan = {
[0] = { "All" },
},
MotorSpeed = "M",
Follow = nil,

BeamMode = "Beam",
BeamThickness = 1,
GoboSpread = 1,
},

This page aims to explain each part of this setting one by one.

Selectors

One important thing to explain before everything else are selectors. Some of the sections of the setting will allow you to pick which lights it should affect. In those cases you can give it a list of selectors of the lights. Possible selectors are:

  • "All" for all lights
  • "Odd" for odd-numbered lights (Fix1, Fix3, ...)
  • "Even" for even-numbered lights (Fix2, Fix4, ...)
  • a number, like 1 for a specific group (Fix1 in this case)

For example, to select all lights, you can use { "All" } and to select odd numbered lights + lights named Fix2, you can use { "Odd", 2 }

On

The On section allows you to pick which lights will be one when the game starts. It uses selectors. Examples:

On = { "All" },
On = { "Odd" },
On = { 1 },

Color

This section allows you to pick the colours for the lights. It's structured like this:

Color = {
["COLOR_NAME"] = { SELECTORS },
},

You can find a list of all colours below.

All colour names, in order
  •   Red
  •   Orange
  •   Gold
  •   Yellow
  •   Green
  •   Lime
  •   CyanishGreen
  •   Cyan
  •   LightBlue
  •   Blue
  •   Purple
  •   Pink
  •   Magenta
  •   WarmWhite
  •   White
  •   ColdWhite
  •   Rainbow

Example:

Color = {
["Blue"] = { "Odd" },
["Green"] = { "Even" },
},

SecondaryColor

This section allows you to specify the secondary colour used by all lights. It should be the name of a colour.

Examples:

SecondaryColor = "White",
SecondaryColor = "Blue",
SecondaryColor = "Rainbow",

EnabledCues

This is a list of all cues that should be enabled once the game starts. You can find a list of all possible cue names below.

All cue names
  • Strobe
  • Random
  • FadeRandom
  • BumpRandom
  • OldRandom
  • State.Cue1
  • State.Cue2
  • State.Cue3
  • State.Cue4
  • State.Cue5
  • State.Cue7
  • State.Cue8
  • State.Cue9
  • State.Cue10
  • State.Cue11
  • State.Cue12
  • Color.ColorCue1
  • Color.ColorCue2
  • Color.ColorCue3
  • Color.ColorCue4
  • Color.ColorCue5
  • Position.Tilt
  • Position.SlowTilt
  • Position.SmoothTilt
  • Position.RandomTilt
  • Position.Pan
  • Position.SlowPan
  • Position.SmoothPan
  • Position.RandomPan
  • Position.Circle
  • Position.RandomCircle

Example:

EnabledCues = { "State.Cue1", "Color.ColorCue2", "Position.Circle" },

Actions

This is a list of actions that should run when the game starts. Custom positions are considered actions. The format for this section is:

["ACTION_NAME"] = false,

ACTION_NAME should be the name of the action. false indicates that the action shouldn't be reversed. Replacing false with true will make the action inverted (the same as right-clicking on it).

Below you can find a list of all action names.

All action names
  • Flash
  • ColorFlash
  • Cue6
  • CustomPositions.Cross
  • CustomPositions.In
  • CustomPositions.Wide
  • CustomPositions.UD

Examples:

Actions = {
["CustomPositions.Wide"] = false
},
Actions = {
["CustomPositions.In"] = true
},

CueSettings

Although this section can be used to set the settings of any cue, only cue3 uses it at the moment. You can use it to set the amount of groups used by cue3.

Brightness, cue speed and fade speed

These three sections are used for setting the starting brightness, cue speed and fade speed. 1 means 100%, 0.5 means 50% and so on...

Example:

Brightness = 1,
CueSpeed = 0.5,
FadeSpeed = 2,

Gobo rotate and modifiers

All of the modifiers in this section can be either on (true) or off (false)

Example:

GoboRotate = false,
SmoothColor = true,
AnimatedGradients = false,
LoopCues = true,
GroupRandom = false,
Overshoot = true,
KillCues = true,

Tilt and pan

This section allows you to pick the starting tilt and pan. It's formatted like so:

Tilt = {
[DEGREES] = { SELECTORS },
}

Example:

Tilt = {
[25] = { "Odd" },
[-25] = { "Even" },
},
Pan = {
[0] = { "All" },
},

MotorSpeed

This section allows you to pick the starting motor speed. Possible values are "FREEZE", "SS", "S", "M" and "F".

Example:

MotorSpeed = "S",

Follow

This section allows you to pick a follow point or a part to follow when the game starts. Set this to nil to not follow anything.

Examples:

Follow = nil,
Follow = "Follow point 1",
Follow = workspace.Part,

Beam mode, thickness and gobo spread

These three sections allow you to pick the starting beam mode, beam thickness and gobo spread. Beam mode should be "NoBeam", "Beam" or "Gobo"

Example:

BeamMode = "NoBeam",
BeamThickness = 0.5,
GoboSpread = 2,