CfgLights – Arma 3
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)
}