SetCellLighting

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Revision as of 18:35, 16 January 2012 by imported>AndalayBay
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< [[::Category:Functions|Category:Functions]]

A function added by the Oblivion Script Extender.

Syntax:

(nothing) SetCellLighting newValues:StringMap

Alters one or more of an interior cell's lighting fields, taking a StringMap of the same format as that returned by GetCellLighting. Include only the elements you wish to change; if a key is not found its value will not be modified.

The StringMap contains the following key-value pairs corresponding to the fields in the editor's Cell Lighting tab, where 'RGB Array' is a 3-element Array with values from 0-255 in the order {red, green, blue}:

  • "ambient" (RGB Array)
  • "directional" (RGB Array)
  • "fog" (RGB Array)
  • "rotxy" (float)
  • "rotz" (float)
  • "fognear" (float)
  • "fogfar" (float)
  • "clip" (float)
  • "fade" (float)


Detailed Example

scn setCellLightingExampleScript

array_var cellLighting

begin GameMode

  let cellLighting := ar_construct StringMap
  let cellLighting["ambient"] := ar_construct array
  let cellLighting["fog"] := ar_construct array
  let cellLighting["directional"] := ar_construct array

  let cellLighting["ambient"][0] := 20
  let cellLighting["ambient"][1] := 20
  let cellLighting["ambient"][2] := 20
  let cellLighting["fog"][0] := 0
  let cellLighting["fog"][1] := 0
  let cellLighting["fog"][2] := 0
  let cellLighting["fogfar"] := 0
  let cellLighting["directional"][0] := 0
  let cellLighting["directional"][1] := 0
  let cellLighting["directional"][2] := 0
  let cellLighting["rotxy"] := 0
  let cellLighting["rotz"] := 0

  setCellLighting myModHouse cellLighting
end

See Also