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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 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.
 
==Notes==
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 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.
If you insert this building into a map, or the [[GameMode|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.
 
==See Also==
[[LightVisibility]]
 
[[LightRedTint]]
 
[[LightGreenTint]]


==See also==
[[LightBlueTint]]
* [[LightVisibility]]
* [[LightRedTint]]
* [[LightGreenTint]]
* [[LightBlueTint]]


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

Revision as of 05:55, 21 April 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 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