CfgLights – Arma 3
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Here is a template with some descriptions:
class CfgLights
{
color[] = {0,0,1,1}; // Array of RGBA
diffuse[] = {0,0,1,1}; // Array of RGBA. Purpose unknown
ambient[] = {0,0.25,1,0.5}; // Array of RGBA
intensity = 25; // Finite number between 0 and 1e10
brightness = 0.1; // Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2
class Attenuation
{
start = 1; // distance with 100% intensity, falloff starts here
constant = 1; // constant attenuation coef
linear = 1; // linear attenuation coef
quadratic = 1; // quadratic attenuation coef
hardLimitStart = 1e20 * 0.7; // max distance hard limit start (start of fading of intensity to 0) in meter – default is (1e20 * 0.7)
hardLimitEnd = 1e20; // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20
};
dayLight = 1; // boolean (0/1). Is light shown during daylight.
useFlare = 1; // boolean (0/1). Is light having a flare effect
irLight = 0; // boolean (0/1). Is light visible normally or only with NVGs
flareSize = 1; // Default is 1
flareMaxDistance = 600; // Default is 600
position[] = {0,0,1}; // Position. Purpose unkown. Maybe some offset from the source.
shape = ""; // String. Purpose unknown.
}
Commented parameters from engine source provided by reyhard
/// distance with 100% intensity, falloff starts here
float _startAttenuation;
/// constant attenuation coef
float _constantAttenuation;
/// linear attenuation coef
float _linearAttenuation;
/// quadratic attenuation coef
float _quadraticAttenuation;
/// max distance hard limit start (start of fading of intensity to 0) in m
float _hardLimitStart;
/// max distance hard limit end (end of fading of intensity to 0) in m
float _hardLimitEnd;
/// outer angle in degrees
float _outerAngle;
/// inner angle in degrees
float _innerAngle;
/// fade coefficient between inner and outer angle (1.0f = linear)
float _fadeCoef;
bool _disabledInPIP;
/// is light usable during day?
bool _isDayLight;
/// can we use flare for this light"
bool _useFlare;
/// flare relative size for this light
float _flareSize;
/// max distance, where flare is visible (in meters)
float _flareMaxDistance;
/// light priority (higher value = higher priority)
/// lights with higher priority are selected first
int _priority;