MTA:Eir/functions/engineCreateLight: Difference between revisions
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===Arguments=== | ===Arguments=== | ||
*'''type:''' decides which type that light should have, can be '''point''', '''spot''' or ''' | *'''type:''' decides which type that light should have, can be '''point''', '''spot''', '''spot_soft''', '''directional''' or '''ambient''' (currently '''spot''' and '''spot_soft''' do not work) | ||
===Returns=== | ===Returns=== |
Revision as of 13:27, 7 January 2014
This function creates a RenderWare RpLight object. A light is an object that affects its surrouding RpAtomic instances in a certain radius and casts effects on them. The most notable effect is the pointlight, that colors its surroundings based on attenuation settings.
Syntax
rplight engineCreateLight ( string type )
Arguments
- type: decides which type that light should have, can be point, spot, spot_soft, directional or ambient (currently spot and spot_soft do not work)
Returns
Returns the rplight object if creation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis snippet creates a RenderWare light object and sets it up properly.
local light = engineCreateLight( "point" ); -- creates the new point light light.setColor(1, 1, 1, 1); -- gives the point light a bright color light.setAttenuation(0.8, 1.4, 4); -- makes the light fade somewhat light.setRadius(100); -- makes the light affect atomics in a 100 unit radius local lightFrame = engineCreateFrame(); -- create a 3D transformation for the light light.setParent( lightFrame ); -- attaches the light to its frame, the light can now be active in the world. light.addToScene(); -- activates the light object, so it illuminates its surroundings lightFrame.setPosition( 0, 0, 10 ); -- repositions the light