# Arma 3: CfgLights

From Bohemia Interactive Community

# CfgLights

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 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;