ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Super Weapon Lighting

From ModEnc
Revision as of 12:28, 19 August 2024 by Testid123 (talk | contribs) (Created page with "<h1>Super Weapon Lighting</h1> {{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values=? |special=<b>-1</b> |default=? |types={{categ|SuperWeaponTypes}} |ares=yes |ar...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Super Weapon Lighting

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Super Weapon Lighting
File(s): Rules(md).ini
Values: ?
Special Values: -1
Default: ?
Applicable to: SuperWeaponTypes

Game ares yes.pngThis flag is part of Ares. Do not use it without Ares installed.



The three major super weapons allow for a temporary change of lighting. You can change any of these values without having to change the others, too. If you want to use the scenario's respective default value, use -1 for ambient or colors.

Light.Enabled= (boolean): Whether the lighting gets respected or not. Currently only the primary super weapons support lighting changes.
Light.Ambient= (int): The brightness of the environment. Too high values will cause a slow-down.
Light.Red= (int): The red component of the lighting.
Light.Green= (int): The green component of the lighting.

Light.Blue= (int): The blue component of the lighting.