> ## 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.

# Sirens

> Edit the flashing pattern, color, and beam of each siren light in the timeline.

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-timeline-edited.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=a5490304f70fdbc7fe4a994644a1a87a)

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-track-menu.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=62c04ff7307cb91e66afdbf06b92e26d)

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-night-numbers.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=5630636346774f40112c3a60a3930ed7)

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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-patterns-menu.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=39e484145abef88cb3337e75fd4ff38b)

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.

| Pattern | What it does |
| - | - |
| **Alternating** | Left and right alternate on every beat. |
| **Half** | Sixteen beats on the left, then sixteen on the right. |
| **Double flash** | Two flashes per side every eight beats. |
| **Triple flash** | Three flashes per side every sixteen beats. |
| **Sweep** | One light per beat, from left to right; repeats every 32 beats. |
| **All** | All lights on for all 32 beats. |

## 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](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/vehicles/evs-siren-light.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=edfce0ac6ce213a8ad3197ca2a5ea823)

Settings of the selected light.

| Option | What it does |
| - | - |
| **Color** | The color of the light. |
| **Intensity** | The strength of the light it projects. |
| **Corona brightness**, **Corona size** | The glow around the lens. |
| **Corona pull** | How far the corona comes forward, toward the camera. |
| **Corona facing the camera** | The corona always faces the camera. |

**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).

> [!TIP]
>
> 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

> **Light … of "…" doesn't have the bone siren….**
>
> 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](/projects/emergency-vehicles/checker.md).

> **The model "…" has no siren bones.**
>
> The car has no siren lights of its own. Add a [lightbar](/projects/emergency-vehicles/lightbars.md) to get some.

> **… has no stock sirens. Editing starts from those of ….**
>
> The car has none to copy, so Rageon starts from the sirens of another car.

> **Could not read the sirens of …: …**
>
> Rageon could not read the car. Check that the car is in your game files.

> **The sirens of … are read when the GTA sources are ready.**
>
> The game files are still loading. The timeline fills in when they are ready.


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