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A car’s siren lights come from its own siren1 to siren20 bones and from the lightbars you add. The timeline under the stage has one track per light and 32 beats. The stage flashes the lights in the same rhythm.

Edit the sirens

By default the sirens are Stock: the car keeps its own and nothing is written for it. The grid is read-only until you edit.
1

Click Edit the sirens

Rageon copies the car’s pattern so you can change it. The same choice is Edited in the Sirens section of the sheet; Stock there discards your edit. Adding a lightbar switches to Edited for you. Keep Edited while the vehicle has lightbars: returning to Stock discards their siren settings and blocks their export.
2

Play it

Click Play (or press Space with focus in the timeline or its beat grid) to loop the pattern at the BPM. The cursor shows the current beat, and Previous beat and Next beat step it. Click or drag the ruler to jump to a beat.
Siren timeline with a painted grid and the cursor on a different beat

The timeline in Edited with the cursor on beat 5.

3

Set the modes of a light

Each track has three switches. On lights the bodywork and the ground. Flash lights the light on the beats you mark. Rotate rotates the beam. When Flash is on it decides the grid; otherwise Rotate does.
4

Paint the beats

Click and drag across the cells of a track. The first cell you press decides whether the drag paints or erases. A lit cell marks an active flash or rotation beat, depending on the light’s modes. With both Flash and Rotate off, the grid is disabled; On alone keeps the light on.
BPM sets the speed of all the lights. At 0 the grid stands still. Paste is disabled until you copy a track’s pattern; the track actions also need Flash or Rotate enabled. Grid actions for light … has Fill, Clear, Invert, Shift ←, Shift → (one beat), Copy, and Paste.
Track menu with Fill, Clear, Invert, Shift, Copy, and Paste

The grid actions of one light.

Track groups

Tracks are grouped. Each lightbar has its own group, named after it. Bones of … holds the car’s own siren1 to siren20 lights. Headlights and taillights has four rows (Left headlight, Right headlight, Left taillight, Right taillight), each with how many flashes happen per beat and its own grid. Show all reveals slots with no bone or lightbar under No bone or lightbar. An edited light left on in such a slot appears there even with Show all off, so you can use Turn off. Click a track name to select that light on the stage and in the sheet. Hold Ctrl or Shift to select more. Clicking a group title selects all its lights. Clicking a light’s lens on the stage selects it too. To read the lights on the car, turn on Light numbers and Night in the stage dock. Night darkens the stage so the lights read better.
Dark stage with numbers over each light and the timeline playing

Night with light numbers on, playing beat 9.

Patterns

Patterns applies a ready-made pattern in one step, so one Undo reverts it. Choose All (…) to apply it to every available siren light, or Selected (…) to apply it to the selected lights. The number is the light count; Selected (…) is disabled with no selection. The menu initially uses the selection when more than one light is selected, and all lights otherwise. These patterns do not change the headlight or taillight grids. Left and right follow the position of each light on the stage. A light that only rotates gets the pattern on its rotation; the others get Flash turned on.
Patterns menu with All and Selected and a list of patterns

The Patterns menu with the hint for Double flash.

The table describes the editor preview. Check the exported sequence in game before relying on its beat order.

Look of a light

Select a light, then open Sirens in the sheet. Selected light picks it by name. The settings apply to that light only.
Sirens section with color, intensity, and corona settings of one light

Settings of the selected light.

Sirens · beam (only in Edited) sets the beam the lights project onto the bodywork and the ground, for all lights together: Range (how far it reaches, in meters), Falloff (the higher, the faster it fades with distance), Inner cone (the core of the beam, in degrees), and Outer cone (its edge, in degrees).
With focus on the timeline ruler, Left/Right moves one beat, PageUp/PageDown moves four, and Home/End jumps to the first/last beat. In an editable beat grid, Left/Right moves between beats and Enter toggles the focused beat.

Troubleshooting

This is a warning: a light is on in a slot with no bone or lightbar. Click Turn off in the track or in the Checker.
The car has no siren lights of its own. Add a lightbar to get some.
The car has none to copy, so Rageon starts from the sirens of another car.
Rageon could not read the car. Check that the car is in your game files.
The game files are still loading. The timeline fills in when they are ready.