CfgLights – Arma 3
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m (Update to latest engine version) |
(commented parameters from reyhard) |
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Line 25: | Line 25: | ||
shape = ""; // String. Purpose unknown. | 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; | |||
[[Category:CfgLights]] | [[Category:CfgLights]] | ||
[[Category:Arma 3: Editing]] | [[Category:Arma 3: Editing]] | ||
[[Category:Reference Lists]] | [[Category:Reference Lists]] |
Revision as of 17:35, 21 February 2018
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;