light_spot

From Valve Developer Community

Jump to: navigation, search
This is a point entity available in all Source games. It is a cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.
Note:When using this entity it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights.

See Also

Keyvalues

Entity to point at <targetname>
The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
Inner (bright) angle <int>
Outer (fading) angle <int>
The angles of the spotlight beam.
Focus <int>
To do
Maximum Distance <int>
Distance the light is allowed to cast in inches. To do: Relationship with 50%/0% falloff distances?
Pitch <int>
Used instead of Pitch Yaw Roll's value for reasons unknown.

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.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
Personal tools