CfgLights – Arma 3
Category: Arma 3: Reference Lists
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Here is a template with some descriptions:  | Here is a template with some descriptions:  | ||
<syntaxhighlight lang="cpp">  | |||
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  | |||
	irLight = 0;			// boolean (0/1). Is light visible normally or only with NVGs  | |||
	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.  | |||
}  | |||
</syntaxhighlight>  | |||
Commented parameters from engine source provided by reyhard  | Commented parameters from engine source provided by reyhard  | ||
<syntaxhighlight lang="cpp">  | |||
/// distance with 100% intensity, falloff starts here  | |||
float _startAttenuation;  | |||
/// constant attenuation coef  | |||
float _constantAttenuation;  | |||
/// linear attenuation coef  | |||
float _linearAttenuation;  | |||
/// quadratic attenuation coef  | |||
float _quadraticAttenuation;  | |||
/// max distance hard limit start (start of fading of intensity to 0) in m  | |||
float _hardLimitStart;  | |||
/// max distance hard limit end (end of fading of intensity to 0) in m  | |||
float _hardLimitEnd;  | |||
/// outer angle in degrees  | |||
float _outerAngle;  | |||
/// inner angle in degrees  | |||
float _innerAngle;  | |||
/// fade coefficient between inner and outer angle (1.0f = linear)  | |||
float _fadeCoef;  | |||
bool _disabledInPIP;  | |||
/// is light usable during day?  | |||
bool _isDayLight;  | |||
/// can we use flare for this light"  | |||
bool _useFlare;  | |||
/// flare relative size for this light  | |||
float _flareSize;  | |||
/// max distance, where flare is visible (in meters)  | |||
float _flareMaxDistance;  | |||
/// light priority (higher value = higher priority)  | |||
/// lights with higher priority are selected first  | |||
int _priority;  | |||
</syntaxhighlight>  | |||
{{GameCategory|arma3|Reference Lists}}  | |||
Latest revision as of 11:14, 8 March 2023
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
	irLight = 0;			// boolean (0/1). Is light visible normally or only with NVGs
	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.
}
Commented parameters from engine source provided by reyhard
/// distance with 100% intensity, falloff starts here
float _startAttenuation;
/// constant attenuation coef
float _constantAttenuation;
/// linear attenuation coef
float _linearAttenuation;
/// quadratic attenuation coef
float _quadraticAttenuation;
/// max distance hard limit start (start of fading of intensity to 0) in m
float _hardLimitStart;
/// max distance hard limit end (end of fading of intensity to 0) in m
float _hardLimitEnd;
 
/// outer angle in degrees
float _outerAngle;
/// inner angle in degrees
float _innerAngle;
/// fade coefficient between inner and outer angle (1.0f = linear)
float _fadeCoef;
bool _disabledInPIP;
/// is light usable during day?
bool _isDayLight;
/// can we use flare for this light"
bool _useFlare;
/// flare relative size for this light
float _flareSize;
/// max distance, where flare is visible (in meters)
float _flareMaxDistance;
/// light priority (higher value = higher priority)
/// lights with higher priority are selected first
int _priority;