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Nov 13th, 2019
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  1. /* this is a sample of a lamp */
  2. #include "basicdefines_A3.hpp"
  3. #include "cfgPatches.hpp"
  4.  
  5. class CfgVehicles
  6. {
  7. class Lamps_base_F;
  8.  
  9. class Land_Test_lamp_01_off_F: Lamps_base_F
  10. {
  11. scope = protected; /// makes the lamp invisible in editor
  12. scopeCurator = public; /// makes the lamp visible in Zeus
  13. displayName = "My lamp (off)"; /// displayed in Editor
  14. model = \Samples_f\Test_Lamp_01\Test_lamp_01_off_F.p3d; /// simple path to model
  15.  
  16. armor = 5000; /// just some protection against missiles, collisions and explosions
  17.  
  18. class Hitpoints {};
  19. class AnimationSources {};
  20. class MarkerLights
  21. {
  22. class Light_4
  23. {
  24. color[] = {1.0, 0.0, 0.0}; /// approximate colour of standard lights
  25. ambient[] = {0.01, 0.0, 0.0}; /// nearly a white one
  26. intensity = 800; /// strength of the light
  27. name = "Light_4_pos"; /// name of
  28.  
  29. blinking = true; /// lets make it blinking to show how patterns work
  30. blinkingPattern[] = {0.25, 1.0}; // 0.25 s flash, 1.25 s period
  31. blinkingStartsOn = true; /// pattern starts with length of the first flash
  32. blinkingPatternGuarantee = true; /// use this to guarantee all blinks of the patter to be done
  33. /// doesn't guarantee the length of pattern if true
  34. /// (e.g. because of blinks shorter than a frame would take a frame to be seen)
  35.  
  36. useFlare = true; /// does the light use flare?
  37. flareSize = 1.5; /// how big is the flare
  38. flareMaxDistance = 1000; /// how far can you see the flare
  39.  
  40. activeLight = true; /// engine counts this one as an active light into limit of lights
  41. dayLight = false; /// it doesn't shine during the day
  42. drawLight = false; /// doesn't create a specific face for flare
  43.  
  44. class Attenuation
  45. {
  46. start = 0;
  47. constant = 2;
  48. linear = 10;
  49. quadratic = 20;
  50.  
  51. hardLimitStart = 5; /// it is good to have some limit otherwise the light would shine to infinite distance
  52. hardLimitEnd = 6; /// this allows adding more lights into scene
  53. };
  54. };
  55. };
  56. };
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