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{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
|1.00 | |game2= arma1 | ||
|version2= 1.00 | |||
| | |game3= arma2 | ||
|version3= 1.00 | |||
| | |game4= arma2oa | ||
|version4= 1.50 | |||
| | |game5= tkoh | ||
|version5= 1.00 | |||
| | |game6= arma3 | ||
|version6= 0.50 | |||
| | |gr1= Lights | ||
| | |arg= local | ||
| | |eff= local | ||
| [[ | |descr= Set ambient color of light. This includes surfaces that '''face away''' from the light, unlike [[setLightColor]]. | ||
| | |s1= light [[setLightAmbient]] color | ||
| [[ | |p1= light: [[Object]] | ||
|p2= color: [[Array]] format [[Color|Color (RGB)]] | |||
|r1= [[Nothing]] | |||
|x1= <sqf>myLight setLightAmbient [0.5,0,0]; // produces red light around the origin source</sqf> | |||
|seealso= [[setLightColor]] [[setLightBrightness]] [[lightAttachObject]] [[lightDetachObject]] [[setLightIntensity]] [[setLightAttenuation]] [[setLightUseFlare]] [[setLightFlareSize]] [[setLightFlareMaxDistance]] [[setLightDayLight]] | |||
}} | }} | ||
{{Note | |||
|user= Feersum | |||
|timestamp= 20061201164200 | |||
|text= Light can be created with command [[createVehicleLocal]] with special vehicle class "#lightpoint".<br> | |||
For example: | |||
Light can be created with command [[createVehicleLocal]] with special vehicle class "#lightpoint" | <sqf> | ||
<br> | _light = "#lightpoint" createVehicleLocal pos; | ||
< | _light setLightBrightness 1.0; | ||
_light | _light setLightAmbient [0.0, 1.0, 0.0]; | ||
_light | _light setLightColor [0.0, 1.0, 0.0]; | ||
_light | _light lightAttachObject [_object, [0,0,0]]; | ||
_light | </sqf> | ||
</ | }} | ||
{{Note | |||
|user= ColonelSandersLite | |||
{{ | |timestamp= 20070817071500 | ||
|text= To clarify:<br> | |||
* [[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= 20140325100600 | |||
|text= When both [[setLightAmbient]] and [[setLightColor]] were [0,0,0], there won’t be any visual presentation on the light source. | |||
}} |
Latest revision as of 16:09, 15 August 2022
Description
- Description:
- Set ambient color of light. This includes surfaces that face away from the light, unlike setLightColor.
- Groups:
- Lights
Syntax
- Syntax:
- light setLightAmbient color
- Parameters:
- light: Object
- color: Array format Color (RGB)
- Return Value:
- Nothing
Examples
- Example 1:
- myLight setLightAmbient [0.5,0,0]; // produces red light around the origin source
Additional Information
- See also:
- setLightColor setLightBrightness lightAttachObject lightDetachObject setLightIntensity setLightAttenuation setLightUseFlare setLightFlareSize setLightFlareMaxDistance setLightDayLight
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, 2007 - 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 25, 2014 - 10:06 (UTC)
- When both setLightAmbient and setLightColor were [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