setLightColor: Difference between revisions
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|p1= light: [[Object]] | |p1= light: [[Object]] | ||
|p2= | |p2= r: [[Number]] - red value in range 0..1 | ||
|p3= | |p3= g: [[Number]] - green value in range 0..1 | ||
|p4 | |p4= b: [[Number]] - blue value in range 0..1 | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>myLight setLightColor [0.5,0,0]; // produces red</sqf> | ||
|seealso= [[setLightAmbient]] [[setLightBrightness]] [[lightAttachObject]] [[lightDetachObject]] [[setLightIntensity]] | |seealso= [[setLightAmbient]] [[setLightBrightness]] [[lightAttachObject]] [[lightDetachObject]] [[setLightIntensity]] [[setLightAttenuation]] [[setLightUseFlare]] [[setLightFlareSize]] [[setLightFlareMaxDistance]] [[setLightDayLight]] [[setLightIR]] | ||
}} | }} | ||
< | {{Note | ||
|user= Feersum | |||
|timestamp= 20061201164200 | |||
|text= Light can be created with command [[createVehicleLocal]] with special vehicle class {{hl|"#lightpoint"}}<br> | |||
for example: | |||
<sqf> | |||
_light = "#lightpoint" createVehicleLocal pos; | |||
_light setLightBrightness 1.0; | |||
_light setLightAmbient [0.0, 1.0, 0.0]; | |||
_light setLightColor [0.0, 1.0, 0.0]; | |||
_light lightAttachObject [_object, [0,0,0]]; | |||
</sqf> | |||
}} | |||
{{Note | |||
|user= ColonelSandersLite | |||
|timestamp= 20170817071500 | |||
|text= To clarify: | |||
* [[setLightAmbient]] - Terrain and surrounding objects are bathed in this colour. | |||
* [[setLightColor]] - Controls the "haze" seen around the lightsource (ex flares). | |||
}} | |||
{{Note | |||
|user= ffur2007slx2_5 | |||
|timestamp= 20140324235800 | |||
|text= 1. In {{arma3}} ver 1.14 [[setLightColor]] will also change the color of the flare when [[setLightUseFlare]], [[setLightFlareSize]] and [[setLightFlareMaxDistance]] were used on the same light source. For example: | |||
<sqf> | |||
_light setLightUseFlare true; | |||
_light setLightFlareSize 2; | |||
_light setLightFlareMaxDistance 60; | |||
_light setLightColor [1, 1, 1]; | |||
< | </sqf><br> | ||
_light | 2. When both [[setLightAmbient]] and [[setLightColor]] are [0,0,0], there won’t be any visual presentation on the light source. | ||
_light | }} | ||
_light | |||
</ | |||
2. When both [[setLightAmbient]] and [[setLightColor]] | |||
Latest revision as of 12:42, 25 April 2022
Description
- Description:
- Set diffuse color of light. Illuminates surfaces that are facing the light.
- Groups:
- Lights
Syntax
- Syntax:
- light setLightColor [r, g, b]
- Parameters:
- light: Object
- r: Number - red value in range 0..1
- g: Number - green value in range 0..1
- b: Number - blue value in range 0..1
- Return Value:
- Nothing
Examples
- Example 1:
- myLight setLightColor [0.5,0,0]; // produces red
Additional Information
- See also:
- setLightAmbient setLightBrightness lightAttachObject lightDetachObject setLightIntensity setLightAttenuation setLightUseFlare setLightFlareSize setLightFlareMaxDistance setLightDayLight setLightIR
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Dec 01, 2006 - 16:42 (UTC)
-
Light can be created with command createVehicleLocal with special vehicle class "#lightpoint"
for example:_light = "#lightpoint" createVehicleLocal pos; _light setLightBrightness 1.0; _light setLightAmbient [0.0, 1.0, 0.0]; _light setLightColor [0.0, 1.0, 0.0]; _light lightAttachObject [_object, [0,0,0]];
- Posted on Aug 17, 2017 - 07:15 (UTC)
-
To clarify:
- setLightAmbient - Terrain and surrounding objects are bathed in this colour.
- setLightColor - Controls the "haze" seen around the lightsource (ex flares).
- Posted on Mar 24, 2014 - 23:58 (UTC)
-
1. In Arma 3 ver 1.14 setLightColor will also change the color of the flare when setLightUseFlare, setLightFlareSize and setLightFlareMaxDistance were used on the same light source. For example:
_light setLightUseFlare true; _light setLightFlareSize 2; _light setLightFlareMaxDistance 60; _light setLightColor [1, 1, 1];
2. When both setLightAmbient and setLightColor are [0,0,0], there won’t be any visual presentation on the light source.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Lights
- Scripting Commands: Local Effect