CfgLights – Arma 3

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Revision as of 17:17, 21 February 2018 by Lou Montana (talk | contribs) (Added more infos coming from Reyhard)
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CfgLights

Here is a template with some descriptions:

class CfgLights
{
   color[] = {0,0,1,1};			// Array of RGBA
   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
   };
   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.
   useFlare = 1;			// boolean (0/1). Is light having a flare effect
   flareSize = 1;			// Default is 1
   flareMaxDistance = 600;		// Default is 600
   priority = 999;			// Lights with higher priority are selected first (in case of too many lights in the scene)

   /* 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)
}