CfgLights – Arma 3
Categories: Arma 3: EditingReference Lists
CfgLights
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
   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;