DayZ 1.24
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CarLightBase.c
Go to the documentation of this file.
2{
3 // What follows are just default light parameters which are overwriten down in the hierarchy in constructors.
4 // 'Segregated' means value for a light source that consists of 1 bulb (ex.: when 1 of 2 headlights are destroyed)
5 // 'Aggregated' means value for 1 light source that consists of 2 bulbs (ex.: when both headlights are shining, or brake & reverse lights are shining at once)
6 // Aggregating lights saves a lot of performance
7
8 float m_SegregatedBrightness = 20;
9 float m_SegregatedRadius = 66;
10 float m_SegregatedAngle = 90;
11 vector m_SegregatedColorRGB = Vector(1.0, 0.8, 0.6);
12
13 float m_AggregatedBrightness = 30;
14 float m_AggregatedRadius = 100;
15 float m_AggregatedAngle = 100;
16 vector m_AggregatedColorRGB = Vector(1.0, 0.8, 0.6);
17
19 {
20 SetVisibleDuringDaylight(true);
21 SetCastShadow(true);
22 SetFlareVisible(true);
23 FadeIn(0.3);
24 SetFadeOutTime(0.25);
25
26 }
27
29 {
30 SetRadiusTo(m_AggregatedRadius);
31 SetSpotLightAngle(m_AggregatedAngle);
32 SetBrightnessTo(m_AggregatedBrightness);
33 SetAmbientColor(m_AggregatedColorRGB[0], m_AggregatedColorRGB[1], m_AggregatedColorRGB[2]);
34 SetDiffuseColor(m_AggregatedColorRGB[0], m_AggregatedColorRGB[1], m_AggregatedColorRGB[2]);
35 SetFlareVisible(false);
36 }
37
39 {
40 SetRadiusTo(m_SegregatedRadius);
41 SetSpotLightAngle(m_SegregatedAngle);
42 SetBrightnessTo(m_SegregatedBrightness);
43 SetAmbientColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
44 SetDiffuseColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
45 SetFlareVisible(true);
46 }
47}
void CarLightBase()
void AggregateLight()
void SegregateLight()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.