Light spot
From Valve Developer Community
This point-based entity is available in all Source games.
| Table of contents |
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Entity Description
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.- light and point_spotlight
- Light entities
- Tutorial: Quadratic/Linear/Constant in Lights (http://www.editlife.net/tutorials.php?id=15)
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer. The targetname value for a spotlight will point the light at the entity named. If no targetname is available, the entity will point with it's angles paramater.
Warning: Adding a targetname to this entity creates a dynamic (switchable) light source, and creates extra lightmap pages for each uniquely named light. This occurs regardless of whether the light entity receives any inputs at run time. Lights should not be named unless they will be turned on and off via inputs, and then only sparingly. Lights given the same name will be triggered together and share lightmap pages. Many dynamic lights in a level can cause performance problems and other errors. Lightmaps calculated for named lights are conspicuously simpler and cruder than unnamed lights.- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities). This will control the direction the light points at, if no targetname is specified.
- _inner_cone
- <integer> This is the inner focus of the light, or the edge of the brightest part of the light. It will fade from here out to the edge of the light cone.
- _cone
- <integer>
- _light
- <color255 & integer> The color and brightness of the light. RGB colors need to be between 0 and 255. Brightness can be higher.
- style
- <choices> A preset pattern of diverse flicker effects.
Literal Value Description 0 Normal 1 Flicker A 2 Slow, strong pulse 3 Candle A 4 Fast strobe 5 Gentle pulse 6 Flicker B 7 Candle B 8 Candle C 9 Slow strobe 10 Fluorescent flicker 11 Slow pulse, noblack
Note: Applies only to light entities with a targetname.
- pattern
- <string> A string of characters defining a custom pattern, a being most dark and z being most bright. Think of it as a sequence of Piano keys.
Note: Applies only to light entities with a targetname.
- _constant_attn
- <float> Influences the light spread to be more constant, by dimming near the source and brightening at the edges. Used in equation with Linear and Quadratic. (Learn more about constant, linear and quadratic attenuation here.)
- _linear_attn
- <float> Influences the light spread to decrease at a fixed rate. Used in equation with Constant and Quadratic. (Learn more about constant, linear and quadratic attenuation here.)
- _quadratic_attn
- <float> Influences the light spread to decrease exponentially, i.e. faster as one moves away from the source. Used in equation with Constant and Linear. (Learn more about constant, linear and quadratic attenuation here.)
- _distance
- <integer> Stops the light emitted from reaching beyond this distance. Useful in cutting down compiling time by not making lights extend infinitely.
- _lightHDR [Episode One Update]
- <color255> BrightnessHDR. Defaults to
-1 -1 -1 1, which tells the compiler to inherit from_light.
Warning: The final digit in the default string is positive. Entering four negative numbers will suck the light out of your entire map!
- _fifty_percent_distance [Episode One Update]
- <float> 50 percent falloff distance
- Distance at which brightness should fall off to 50%. If set, overrides the Linear, Constant and Quadratic parameters.
- _zero_percent_distance [Episode One Update]
- <float> 0 percent falloff distance
- Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use.
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Flags
- 1 : Initially Off
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Inputs
- TurnOn
- Turns the light on.
- TurnOff
- Turns the light off.
- Toggle
- Toggles the light on or off.
- SetPattern
- Sets the light's custom appearance to the input's parameters.
- FadeToPattern
- Fades from the light's old pattern to the new one.

