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Super Weapon Lighting: Difference between revisions
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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..." |
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|files={{Categ|Rules(md).ini}} | |files={{Categ|Rules(md).ini}} | ||
|values=? | |values=? |
Latest revision as of 10:28, 19 August 2024
Super Weapon Lighting
Flag: | Super Weapon Lighting |
File(s): | Rules(md).ini |
Values: | ? |
Special Values: | -1 |
Default: | ? |
Applicable to: | SuperWeaponTypes |
This 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.