Home   Help Search Login Register  

Author Topic: Light for a burning town at night  (Read 975 times)

0 Members and 1 Guest are viewing this topic.

Offline Trapper

  • Honoured Contributor
  • ***
  • I'm a llama!
Light for a burning town at night
« on: 12 Aug 2005, 21:02:05 »
I'm trying to create a light addon for my mission.
I need it for burning ruins at night, as drop effects alone emit no light.

It's the first config I'm ever editing and I've looked at the old streetlamp, colored lights and CAT fire addons how to create light.
(They're all based on simulation=fire)

Now the darkness is gone but there are two things I wanna get rid off:
- The turn on/turn off fire action
- The hotspot effect that is even visible through hills

The ECP burning effects don't have both, but I can't figure out how its done.

The right part of the screenshot shows the hotspot I don't like.
« Last Edit: 12 Aug 2005, 21:03:57 by Trapper »

Offline Trapper

  • Honoured Contributor
  • ***
  • I'm a llama!
Re:Light for a burning town at night
« Reply #1 on: 13 Aug 2005, 16:09:33 »
It looks like the hotspot/spotlight effect is just influenced by the brightness value. I've adjusted it to fit my dropeffect firesize, and it's ok now.

But is the only way remove the turn off/turn on fire action really to place the light out of reach for the player?

That's the part of my config so far:
Code: [Select]
class CfgVehicles
{

   class All {};
   class Static: All {};
   class Building: Static {};
   class Strategic : Building {};
   class Target : Strategic {};
   class ZOS_FireIllum : Target
   {
      scope=public;
      simulation="fire";
      sound="empty";
      VehicleClass="Objects";
      displayName="ZOS Fire Illumination";
      model="empty";

      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="empty";
         color[] = {0.5000, 0.200, 0.0, 0.0};
         ambient[] = {0.30000, 0.15000, 0.0000, 0.0};
         position = "light";
         size = 0;
         brightness = 0.650;
      };

   };
};