setLightAmbient: Difference between revisions
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Revision as of 13:42, 18 January 2021
Description
- Description:
 - Set ambient color of light. This includes surfaces that face away from the light, unlike setLightColor.
 - Groups:
 - Lights
 
Syntax
- Syntax:
 - light setLightAmbient [r, g, b]
 - 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.
 
Categories: 
- Scripting Commands
 - Introduced with Armed Assault version 1.00
 - ArmA: Armed Assault: New Scripting Commands
 - ArmA: Armed Assault: Scripting Commands
 - Command Group: Lights
 - Scripting Commands: Local Effect
 - Operation Flashpoint: Elite: Scripting Commands
 - Arma 2: Scripting Commands
 - Arma 3: Scripting Commands
 - Take On Helicopters: Scripting Commands