setLightAmbient: Difference between revisions
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|p2= [r, g, b]: [[Array]] of [[Number]]s | |p2= [r, g, b]: [[Array]] of [[Number]]s | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|x1= <code>myLight [[setLightAmbient]] [0.5,0,0]; {{cc|produces red light around the origin source}}</code> | |x1= <code>myLight [[setLightAmbient]] [0.5,0,0]; {{cc|produces red light around the origin source}}</code> |
Revision as of 10:18, 10 June 2021
Description
- Description:
- Description needed
- Groups:
- Lights
Syntax
- Syntax:
- Syntax needed
- Parameters:
- light: Object
- [r, g, b]: Array of Numbers
- Return Value:
- Nothing
Examples
- Example 1:
myLight setLightAmbient [0.5,0,0]; // produces red light around the origin source
Additional Information
- See also:
- setLightColorsetLightBrightnesslightAttachObjectlightDetachObjectsetLightIntensitysetLightAttenuationsetLightUseFlaresetLightFlareSizesetLightFlareMaxDistancesetLightDayLight
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 1, 2006 - 16:42
- Feersum
-
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, 2007 - 07:15
- ColonelSandersLite
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 25, 2014 - 10:06
- ffur2007slx2_5
- When both setLightAmbient and setLightColor were [0,0,0], there won’t be any visual presentation on the light source.