DayZ 1.24
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CarRearLightBase.c
Go to the documentation of this file.
2{
3 // Brake light only. These are just some default values which are overwritten down the hierarchy.
4 float m_SegregatedBrakeBrightness = 2;
5 float m_SegregatedBrakeRadius = 6;
6 float m_SegregatedBrakeAngle = 180;
7 vector m_SegregatedBrakeColorRGB = Vector(1, 0.05, 0.05);
8
10 {
11 // These are just some default values which can be overwrittend down in the hierarchy.
12 // Reverse light only
13 m_SegregatedBrightness = 2;
14 m_SegregatedRadius = 10;
15 m_SegregatedAngle = 180;
16 m_SegregatedColorRGB = Vector(1.0, 1.0, 1.0);
17
18 // Brake & Revese lights combined
19 m_AggregatedBrightness = 2.5;
20 m_AggregatedRadius = 12;
21 m_AggregatedAngle = 180;
22 m_AggregatedColorRGB = Vector(1.0, 0.5, 0.5);
23
24 FadeIn(0.1);
25 SetFadeOutTime(0.1);
26 SetVisibleDuringDaylight(false);
27 SetCastShadow(false);
28 SetFlareVisible(false);
29 EnableSpecular(false); // Specular is disabled because it causes ugly shining on cars
30
31 SegregateLight();
32 }
33
35 {
36 SetRadiusTo(m_SegregatedBrakeRadius);
37 SetSpotLightAngle(m_SegregatedBrakeAngle);
38 SetBrightnessTo(m_SegregatedBrakeBrightness);
39 SetAmbientColor(m_SegregatedBrakeColorRGB[0], m_SegregatedBrakeColorRGB[1], m_SegregatedBrakeColorRGB[2]);
40 SetDiffuseColor(m_SegregatedBrakeColorRGB[0], m_SegregatedBrakeColorRGB[1], m_SegregatedBrakeColorRGB[2]);
41 SetFadeOutTime(0.1);
42 SetFlareVisible(false);
43 }
44
46 {
47 SetRadiusTo(m_SegregatedRadius);
48 SetSpotLightAngle(m_SegregatedAngle);
49 SetBrightnessTo(m_SegregatedBrightness);
50 SetAmbientColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
51 SetDiffuseColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
52 SetFadeOutTime(0.1);
53 SetFlareVisible(false);
54 }
55}
void SetAsSegregatedReverseLight()
void SetAsSegregatedBrakeLight()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.