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;