IonLevel
The brightness added per height level while an ion storm is running, as a fraction of full light.
Scenario lighting
- Applies to
- scenarios
- File
map file- Section
[Lighting]- Value
- floating point
- When omitted
- Context-dependentThe scenario's [Lighting] Level value with any fraction dropped, so any Level below 1 gives 0.
[Lighting]Level=.016IonLevel=.016While an ion storm runs, IonLevel replaces Level as the brightness each height level adds to a cell. Larger values make cliffs and hills stand out more, and 0 shades the map flat. Aircraft in flight, and infantry and vehicles on bridges, also take their extra height brightness from IonLevel during a storm.
Random map generation
- Applies to
- random map generation
- File
map file- Section
[Lighting]- Value
- floating point
- When omitted
- Context-dependent0, so storms shade the map flat. Outside storms a generated map adds only a thousandth of full light per height level.
Random map generation reads this key from the [Lighting] section of ION.INI, and only for a map whose seed sets UseIonStorms=yes. A loose ION.INI in the game directory takes precedence over one in a MIX archive. The value applies to every generated map with ion storms.
The value works as a scenario’s IonLevel does: while a storm runs, it is the brightness each height level adds to a cell, as a fraction of full light. Larger values make cliffs and hills stand out more, and 0 shades the map flat. Aircraft in flight, and infantry and vehicles on bridges, also take their extra height brightness from it during a storm.
[Lighting]IonLevel=0 ; the stock file's value: storms shade the map flat