Advertisement
Guest User

Untitled

a guest
Feb 6th, 2016
69
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.50 KB | None | 0 0
  1. class CfgPatches {
  2. class ausextras {
  3. units[] = {};
  4. weapons[] = {};
  5. requiredAddons[] = {};
  6. requiredVersion = 1;
  7. };
  8. };
  9.  
  10. class CfgVehicles
  11. {
  12. class Lamps_base_F;
  13. class Land_fluor_lamp: Lamps_base_F
  14. {
  15. vehicleClass = "ausextras";
  16. scope = 2;
  17. displayName = "Fluroescent Office Light";
  18. model = "\ausextras\lamps\fluor_lamp.p3d"; /// simple path to model
  19.  
  20. armor = 5000; /// just some protection against missiles, collisions and explosions
  21.  
  22. class Hitpoints {};
  23. class AnimationSources {};
  24.  
  25. class MarkerLights
  26. {
  27. class Light_1
  28. {
  29. color[] = {2500,2500,2500};
  30. ambient[] = {5,5,5};
  31. intensity = 100; /// strength of the light
  32. name = "light_pos"; /// name of
  33. blinking = false; /// lets make it blinking to show how patterns work
  34. useFlare = false; /// does the light use flare?
  35. activeLight = true; /// engine counts this one as an active light into limit of lights
  36. dayLight = false; /// it doesn't shine during the day
  37. drawLight = false; /// doesn't create a specific face for flare
  38.  
  39. class Attenuation
  40. {
  41. start = 0;
  42. constant = 2;
  43. linear = 10;
  44. quadratic = 20;
  45.  
  46. hardLimitStart = 5; /// it is good to have some limit otherwise the light would shine to infinite distance
  47. hardLimitEnd = 6; /// this allows adding more lights into scene
  48. };
  49. };
  50. };
  51.  
  52. aggregateReflectors[] =
  53. {
  54. {"Light_1"}
  55. };
  56.  
  57. class Reflectors
  58. {
  59. class Light_1
  60. {
  61. color[] = {2500,2500,2500};
  62. ambient[] = {5,5,5};
  63. intensity = 0.6;
  64. size = 5; /// size of the light point seen from distance
  65. innerAngle = 100; /// angle of full light
  66. outerAngle = 165; /// angle of some light
  67. coneFadeCoef = 4; /// attenuation of light between the above angles
  68.  
  69. position = "light_pos"; /// memory point for start of the light and flare
  70. direction = "light_dir"; /// memory point for the light direction
  71. hitpoint = "bulbs"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine)
  72. selection = "bulbs"; /// selection for artificial glow around the bulb, not much used any more
  73.  
  74. useFlare = false;
  75. //flareSize = 5;
  76. //flareMaxDistance = 100;
  77.  
  78. class Attenuation
  79. {
  80. start = 0;
  81. constant = 0;
  82. linear = 0;
  83. quadratic = 0.3;
  84.  
  85. hardLimitStart = 50;
  86. hardLimitEnd = 65;
  87. };
  88. };
  89. };
  90. };
  91. };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement