> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Lightbars

> Add a lightbar from the catalog, place it on the roof or body, and trim it to fit.

A lightbar is a 3D model with one or more lights. Each light takes a free siren slot (1 to 20) and lights up from the siren light with that number. Cars already use some slots through their own `siren1` to `siren20` bones, so a bar with many lights may not fit.

## Add a lightbar

**1. Open the catalog**

Click **Add lightbar** in the **Lightbars** section, or **Add lightbar** in the stage dock. The catalog shows 16 lightbars. Filter by type (**Bar**, **Mini bar**, **Beacon**, **Module**, **Directional**, **Interior**) at the top.

![Add lightbar catalog with cards for each lightbar and one in 3D preview](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-lightbar-catalog.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=53faa03de23166472df96fb836ae1ef3)

The lightbar catalog with a Slim LED bar previewed.

**2. Click a card**

The lightbar lands on its mounting spot and is selected in **Move**. The sirens switch to **Edited** with the lights of the new bar on. A card that cannot fit stays disabled and shows how many slots it is short.

![Car with a placed lightbar, the Move gizmo, and the lightbar in the sheet](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-lightbar-placed.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=07c2f29fdd358386ea343ae5a7f3240d)

A lightbar placed on the car with the Move gizmo.

Each light starts in the color the catalog gives it, with **Flash** on and an alternating pattern. A rotating light also turns **Rotate** on. Change all of that in the [timeline](/projects/emergency-vehicles/sirens.md).

| Lightbar | Type | Mounts on | Lights |
| - | - | - | - |
| **Grille LED module** | Module | Grille | 1 |
| **Dome beacon** | Beacon | Roof | 1, rotates |
| **Slim LED bar** | Bar | Roof | 8 |
| **Ambulance bar** | Bar | Roof | 8 |
| **Brazilian police bar** | Bar | Roof | 14 |
| **Two-tier bar** | Bar | Roof | 8 |
| **Aero LED bar** | Bar | Roof | 18 |
| **Classic rotator bar** | Bar | Roof | 8, rotates |
| **European dome bar** | Bar | Roof | 2, rotates |
| **LED mini bar** | Mini bar | Roof | 4 |
| **Rear amber directional** | Directional | Rear window | 8 |
| **Dash light bar** | Interior | Dashboard | 4 |
| **Dual bumper module** | Module | Bumper | 2 |
| **Mirror LED strip** | Module | Mirror | 1 |
| **Kojak beacon** | Beacon | Roof | 1, rotates |
| **Cylinder LED beacon** | Beacon | Roof | 2 |

## Place it

Select a lightbar on the stage or in the **Lightbars** list, then use the gizmo or type values.

* **Move**, **Rotate**, and **Scale** in the dock switch the gizmo. The keys **G**, **R**, and **S** start the same gestures. Hold Ctrl while dragging for steps of 1 cm, 5°, or 0.05 scale. During a G, R, or S gesture, use X, Y, or Z to lock an axis, enter a value, and press Enter to confirm; Esc cancels the gesture. Ctrl+S and Ctrl+E confirm it before saving or exporting; Ctrl+Z cancels the gesture.
* **Snap** rests the lightbar on the bodywork by its mounting face.
* **Snapping** is on by default and turns the guides on or off while you drag. With it on, dragging from the middle slides the bar along the body. Hold **Alt** to release the snap at once.
* The **Pose of the selected lightbar** group has **Position in cm (X, Y, Z)**, **Rotation in degrees (X, Y, Z)**, and **Scale (X, Y, Z)**. Positions are in car space: X to the right, Y forward, Z up, from the vehicle root. **Keep proportions** is on by default and scales all three axes together.

![Pose group with position, rotation, scale, Keep proportions, and Cut the mesh](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-lightbar-pose.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=72b24557feb35ecc0f66fb6d10288c8f)

The pose fields and the Cut the mesh control.

## Cut the mesh

**Cut the mesh** removes the part of the lightbar that passes a plane parallel to its contact face. Choose **Inside the car** to remove what enters the bodywork, or **Outside the car** to remove what sticks out. **None** keeps the whole model. The cut applies on the stage and in the exported model.

Set the plane with **Cut height in cm**, measured outward from the contact face. **Measure on bodywork** puts the plane flush with the body under the piece.

## Duplicate, mirror, remove

The **Lightbars** list offers **Duplicate …**, **Mirror …** (a copy on the other side of the car), and **Remove …**, with the lightbar's name in each action. Copies take free slots. With a lightbar selected and focus outside the timeline, Ctrl+D duplicates it and Delete removes it. Removing a lightbar does not shift the slots of the others.

> [!WARNING]
>
> With **Changes the game model**, a model that has a lightbar replaces the game car's file for the whole server. Use **New model** if you do not want that.

**Add lightbar** is disabled until the game sources are ready and the car has opened on the stage. Wait for the sirens and siren bones to load before adding or copying a lightbar.

## Troubleshooting

> **… slots short: … already uses …**
>
> The card is disabled because the car has fewer free slots than the bar has lights. Pick a bar with fewer lights, or remove another lightbar.

> **Missing … slots in siren to add "…".**
>
> Same cause, shown after the click. A car has 20 slots in total.

> **Catalog unavailable**
>
> Click **Try again**. If **No lightbar installed** appears instead, check your app installation: no catalog models were found.

> **The car's sirens have not been read yet.**
>
> The game files are still loading. Wait and try again.

> **No bodywork in the direction of the mounting face to rest against.**
>
> **Snap** found no body under the lightbar. Move the bar closer to the car first.

> **No bodywork under the contact face: the cut stayed on the face itself.**
>
> **Measure on bodywork** found no body under the piece. Set **Cut height in cm** by hand.

> **The lightbar "…" is more than 0.5 m from the car's box. Check the position.**
>
> This is a warning. Reposition the lightbar.

> **Lightbar "…" is not in the installed catalog.**
>
> The lightbar comes from a catalog that is not installed. Click **Remove** in the [Checker](/projects/emergency-vehicles/checker.md).

> **The lightbar "…" needs a free slot from 1 to 20 per light, without repeating stock bones or other lightbars.**
>
> Remove the lightbar and add it again.

> **Emergency vehicles and Texturing write the same "….yft". Remove the lightbars or the Texturing edit for this model.**
>
> A lightbar on **Changes the game model** and a Texturing edit write the same file. Keep one of them.


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