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Specifies the amount light radiated by this [[BuildingType]]. Positive values increase the intensity of emitted light, while negative values 'absorb' existing light. 0.0 (the default value) disables lighting.
Specifies the amount of light radiated by a [[BuildingTypes|building]] if set. Positive values increase the intensity of emitted light, while negative values 'absorb' existing light.  


==Note==
A value of 0.0 (the default value) disables lighting, the same as removing the tag.
*{{f|Invisible|yes|link}},{{f|InvisibleInGame|yes|link}},{{f|CloakGenerator|yes|link}} will not block the glow generated.


{{bugs}}
==Notes==
If you insert this BuildingType's section into [[map]] or game mode code, you must also redefine this flag in it or the game won't read anything after the decimal point in the [[rules]] value.
Light emitting buildings will still do so with {{f|Invisible|yes|link}} or {{f|InvisibleInGame|yes|link}} set, this is how the lightposts in RA2 operate.


==See also==
=={{bugs}}==
* [[LightVisibility]]
If you insert this building into a map, or the [[MP Modes|game mode]] INIs, to modify any of its tags, you must also redefine the <tt>LightIntensity</tt>, or the game won't read anything after the decimal point in the {{ini|rules}} value.
* [[LightRedTint]]
 
* [[LightGreenTint]]
==See Also==
* [[LightBlueTint]]
[[LightVisibility]]
 
[[LightRedTint]]
 
[[LightGreenTint]]
 
[[LightBlueTint]]


[[Category:Resetting Flags]]
[[Category:Resetting Flags]]

Latest revision as of 17:34, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: LightIntensity
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 0.0
Applicable to: BuildingTypes


Specifies the amount of light radiated by a building if set. Positive values increase the intensity of emitted light, while negative values 'absorb' existing light.

A value of 0.0 (the default value) disables lighting, the same as removing the tag.

Notes

Light emitting buildings will still do so with Invisible=yes or InvisibleInGame=yes set, this is how the lightposts in RA2 operate.

Bugs/Side-Effects/Unexpected Limitations

If you insert this building into a map, or the game mode INIs, to modify any of its tags, you must also redefine the LightIntensity, or the game won't read anything after the decimal point in the rules(md).ini value.

See Also

LightVisibility

LightRedTint

LightGreenTint

LightBlueTint