LightIntensity: Difference between revisions
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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. | 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. | ||
{{bugs}} | =={{bugs}}== | ||
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. | 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. | ||
Latest revision as of 17:34, 2 July 2025
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| 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.





