light
From Valve Developer Community
Revision as of 18:57, 20 July 2009 by TomEdwards (Talk | contribs)
See also
- light_spot
- Lighting
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Tool textures (for Block light)
Keyvalues
- Maximum Distance
<int> - Distance the light is allowed to cast in inches.
To do: Relationship with 50%/0% falloff distances?
Light:
- Brightness
<color255 + int> - The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- BrightnessHDR
<color255 + int> - Brightness override used in HDR mode. Default is
-1 -1 -1 1, which means no change.
Warning:The fourth digit must be positive. Otherwise all light will be sucked out of your map! - BrightnessScaleHDR
<float> - A simple intensity multiplier used when compiling HDR lighting.
- Appearance
<choices> - Various Custom Appearance (see below) presets. Applies only to lights with a targetname.
- Custom Appearance
<string> - A string of characters, like a sequence of piano keys, that define a pattern of brightness. a is dark and z is full intensity. Applies only to lights with a targetname.
- Constant
<float> - Linear
<float> - Quadratic
<float> - These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
- 50 percent falloff distance
<string> - 0 percent falloff distance
<string> - Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
- Hard falloff <bool>
- Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
Shadowcast:
- Cast Shadow (New with Left 4 Dead)
- Allows the entity to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Warning:Naming a static light radically changes its behavior. See Naming Lights for details.
Flags
- Initially Off
Inputs
-
TurnOn -
TurnOff -
Toggle - Control the light's state.
-
SetPattern <string> - Sets the light's custom appearance to the input's parameters.
-
FadeToPattern <string> - Fades from the light's old custom appearance to the new one.
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.

