I hardly ever visit these forums....I missed most of this discussion. Anyway it so happens I've been working on all of this stuff for a while, and can offer some solutions/ideas for you all. Here we go:
   class OPGWC_HASGlowSubtle: OPGWC_ObjGlow
   {
      vehicleClass="OPGWC FX";
      displayName="HAS Glow (Direct)";
      model="empty";
      audible=1;
      simulation="fire";
      sound="empty";        Â
      class smoke
      {
         interval=0;
         timetolive=0;
         cloudletDuration=10;
         cloudletAnimPeriod=0;
         cloudletSize=0;
         cloudletAlpha=0;
         cloudletGrowUp=0;
         cloudletFadeIn=0;
         cloudletFadeOut=0;
         cloudletAccY=0;
         cloudletMinYSpeed=0;
         cloudletMaxYSpeed=0;
         cloudletShape=koulesvetlo;
         cl_basic=0;
         cloudletColor[]={0,0,0,0};
         initT=0;
         deltaT=0;
         maxT=0;
         class table{};
         density=0;
         size=0;
         in=0;
         out=0;
         initYSpeed=0;
      };
      class Light
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "";
         size = 0.0;
         brightness = 0.018;
      };  Â
   };
   class OPGWC_HASGlowSoft: OPGWC_ObjGlow
   {
      vehicleClass="OPGWC FX";
      displayName="HAS Glow (Ambient)";
      model="empty";
      audible=1;
      simulation="fire";
      sound="empty";        Â
      class smoke
      {
         interval=0;
         timetolive=0;
         cloudletDuration=10;
         cloudletAnimPeriod=0;
         cloudletSize=0;
         cloudletAlpha=0;
         cloudletGrowUp=0;
         cloudletFadeIn=0;
         cloudletFadeOut=0;
         cloudletAccY=0;
         cloudletMinYSpeed=0;
         cloudletMaxYSpeed=0;
         cloudletShape=koulesvetlo;
         cl_basic=0;
         cloudletColor[]={0,0,0,0};
         initT=0;
         deltaT=0;
         maxT=0;
         class table{};
         density=0;
         size=0;
         in=0;
         out=0;
         initYSpeed=0;
      };
   class Light
{
Shape="koulesvetlo";
color[] = {0.1, 0.1, 0.1, 1.0};
ambient[] = {0.5, 0.5, 0.5, 1.0};
position = "";
size = 0.0;
brightness = 0.1;
};
   };
To start off with, the whole classSmoke section I think is required only because of the "simulation=fire" line. Basically it doesn't do anything other than fulfill an OFP engine requirement (unless you want smoke of course).
Next "model=empty". Obviously this is where you stick in your model, if you are choosing to go this route. I personally am not (I'll explain later on why), and as such am using the good ol' "empty" model.
"audible=1" and "sound=empty" are relics...I've been trying to get a custom sound working....with no success yet. But haven't given it much of a go. However it is worth noting that using other BIS sounds from the Sounds.pbo will work. Audible is self-explanatory.
"simulation=fire" This seems to be the only one that is really customisable and accessable to addon makers. "simulation=streetlamp" is a very limiting class.
So onto the fun stuff! ClassLight! ;D
"shape=koulesvetlo" This is the model OFP will use by default. I haven't been able to get custom models to work with this....only BIS model. It seems to work a lot like using a space object in the drop array....in that you get the model, but a white box around it, or a soldier with a flag on their back. There are some models in the game that do not have a geometry LOD (like ejected shell casings), and some of these might be worth a go for the more adventurous amongst you. Koulesvetlo was in the demo of OFP, so you can see what it looks like if you wish.
"position=?" If you have a memory point on your model where you want the light to be....this is the place to stick it! For example a memory point called "pos1" would be called like "position=pos1". I don't have a position, because there is no model....this object (OPGWC_HASLight_XXXX) exists only in the config....there's no model.
"size=?" Obvious I guess, but it is worth noting that it refers to the size of the model used (koulesvetlo in this case). "size=0" as far as I can tell eliminates the "Put Fire Out"/"Light Fire" actions. Ask one of the BAS guys to confirm that (look at the Blackhawk red cabin light), but I'm 99% sure this is the case.
Now the really fun stuff! After much experimentation, here is what is going on with "color" and "ambient". Bottom line is:
color - only lights faces/vertices that are facing the light source
ambient - lights all faces/verticies regardless of direction.
Also the light must have a color value greater than 0.0 otherwise you won't see anything.
As for the numbers , it is Red, Green and Blue.....but they work not as "amounts" but as ratios to each other. To explain a bit better:
A value of 1.0, 1.0, 1.0 will give white.
A value of 0.1, 0.1, 0.1 will give white of the same brightness as 1.0, 1.0, 1.0
Now when it comes to making coloured lights, you have to change the values of course, but you are changing a ratio, not an amount. The reason it is important to think of it this way is when you are playing around with colour vs ambient....and that's another ratio of course
The last number is (as far as I can tell) the amount of "flicker", but when using "simulation=fire" changing this number does nothing.
So using my config from above:
      class Light
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "";
         size = 0.0;
         brightness = 0.018;
      };
....gives a small, highly directional white light. Example here:
http://www.roughnecks.org/opgwc/news/news1124_4.jpg      class Light
      {
         Shape="koulesvetlo";
         color[] = {0.1, 0.1, 0.1, 1.0};
         ambient[] = {0.5, 0.5, 0.5, 1.0};
         position = "";
         size = 0.0;
         brightness = 0.1;
      };
....gives a larger white "floodlight" if you will. Example here:
http://www.roughnecks.org/opgwc/news/news1124_3.jpgAny questions?
;D Seriously though... ofpeditor@yahoo.com is where you can contact me.
And goddammit I need a ciggy after that post!