SetFogColor - Cell

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Member of: Cell Script

Sets the near and far fog colors for this cell. Only works in non-sky-lit interiors.

Syntax[edit | edit source]

Function SetFogColor(int aiNearRed, int aiNearGreen, int aiNearBlue, \
  int aiFarRed, int aiFarGreen, int aiFarBlue) native

Parameters[edit | edit source]

  • aiNearRed: The red component of the near color, 0-255. (Clipped to 0 and 255 if above or below the values)
  • aiNearGreen: The green component of the near color, 0-255. (Clipped to 0 and 255 if above or below the values)
  • aiNearBlue: The blue component of the near color, 0-255. (Clipped to 0 and 255 if above or below the values)
  • aiFarRed: The red component of the far color, 0-255. (Clipped to 0 and 255 if above or below the values)
  • aiFarGreen: The green component of the far color, 0-255. (Clipped to 0 and 255 if above or below the values)
  • aiFarBlue: The blue component of the far color, 0-255. (Clipped to 0 and 255 if above or below the values)

Return Value[edit | edit source]

None.

Examples[edit | edit source]

; Give this cell fog with a red near color, and a blue far color
FoggyCell.SetFogColor(255, 0, 0, 0, 0, 255)

Notes[edit | edit source]

  • Cells can be configured to inherit lighting properties from a "lighting template." If a cell inherits its fog colors, then this function will have no visible effect. Data is being changed — cells have their own lighting data even if they use a template — but the cell prefers the template-side data over the cell-side data.
  • This function modifies the cell data in memory. Changes do not persist in the savegame, but are also not reverted when quitting to the main menu, starting a new game, or loading a different save file.

See Also[edit | edit source]