CfgLights – Arma 3

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(Added more infos coming from Reyhard)
m (Update to latest engine version)
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  class CfgLights
  class CfgLights
  {
  {
     color[] = {0,0,1,1}; // Array of RGBA
     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
     ambient[] = {0,0.25,1,0.5}; // Array of RGBA
     intensity = 25; // Finite number between 0 and 1e10
     intensity = 25; // Finite number between 0 and 1e10
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         hardLimitEnd = 1e20; // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20
         hardLimitEnd = 1e20; // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20
     };
     };
    disabledInPIP = 0; // boolean (0/1). Is light rendered in PiP (e.g in car mirrors)
     dayLight = 1; // boolean (0/1). Is light shown during daylight.
     dayLight = 1; // boolean (0/1). Is light shown during daylight.
     useFlare = 1; // boolean (0/1). Is light having a flare effect
     useFlare = 1; // boolean (0/1). Is light having a flare effect
     flareSize = 1; // Default is 1
     flareSize = 1; // Default is 1
     flareMaxDistance = 600; // Default is 600
     flareMaxDistance = 600; // Default is 600
     priority = 999; // Lights with higher priority are selected first (in case of too many lights in the scene)
     position[] = {0,0,1}; // Position. Purpose unkown. Maybe some offset from the source.
     shape = ""; // String. Purpose unknown.
    /* unknown or undocumented parameters */
    // outerAngle = 5.0; // outer angle in degrees
     // innerAngle = 1.0; // inner angle in degrees
    // fadeCoef = 1.0; // fade coefficient between inner and outer angle (1.0f = linear)
  }
  }



Revision as of 16:33, 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.
}