---
name: "Arma 3: CfgLights"
type: topic
source: https://community.bistudio.com/wiki/Arma_3:_CfgLights
revid: 338449
updated: 2023-03-08T10:14:29Z
---

# Arma 3: CfgLights

Here is a template with some descriptions:

```cpp
class CfgLights
{
    color[] = {0,0,1,1};        // Array of RGBA
    diffuse[] = {0,0,1,1};        // Array of RGBA. Purpose unknown
    ambient[] = {0,0.25,1,0.5};    // Array of RGBA
    intensity = 25;                // Finite number between 0 and 1e10
    brightness = 0.1;            // Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2
    class Attenuation
    {
        start = 1;                // distance with 100% intensity, falloff starts here
        constant = 1;            // constant attenuation coef
        linear = 1;                // linear attenuation coef
        quadratic = 1;            // quadratic attenuation coef
        hardLimitStart = 1e20 * 0.7; // max distance hard limit start (start of fading of intensity to 0) in meter – default is (1e20 * 0.7)
        hardLimitEnd = 1e20;    // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20
    };
    dayLight = 1;            // boolean (0/1). Is light shown during daylight.
    useFlare = 1;            // boolean (0/1). Is light having a flare effect
    irLight = 0;            // boolean (0/1). Is light visible normally or only with NVGs
    flareSize = 1;            // Default is 1
    flareMaxDistance = 600;    // Default is 600
    position[] = {0,0,1};    // Position. Purpose unkown. Maybe some offset from the source.
    shape = "";                // String. Purpose unknown.
}
```

Commented parameters from engine source provided by reyhard

```cpp
/// distance with 100% intensity, falloff starts here
float _startAttenuation;
/// constant attenuation coef
float _constantAttenuation;
/// linear attenuation coef
float _linearAttenuation;
/// quadratic attenuation coef
float _quadraticAttenuation;
/// max distance hard limit start (start of fading of intensity to 0) in m
float _hardLimitStart;
/// max distance hard limit end (end of fading of intensity to 0) in m
float _hardLimitEnd;

/// outer angle in degrees
float _outerAngle;
/// inner angle in degrees
float _innerAngle;
/// fade coefficient between inner and outer angle (1.0f = linear)
float _fadeCoef;

bool _disabledInPIP;
/// is light usable during day?
bool _isDayLight;
/// can we use flare for this light"
bool _useFlare;
/// flare relative size for this light
float _flareSize;
/// max distance, where flare is visible (in meters)
float _flareMaxDistance;

/// light priority (higher value = higher priority)
/// lights with higher priority are selected first
int _priority;
```

<sub>Source: [BI Community Wiki — Arma 3: CfgLights](https://community.bistudio.com/wiki/Arma_3:_CfgLights) (revision 338449).</sub>
