light_spot
From Valve Developer Community
This point entity is available in all Source games.
Contents |
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.
Keyvalues
- The name that other entities refer to this entity by.
- hammerid <integer> (New with Orange Box)
- Read-only ID 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.
- 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.
- Cast Shadow (New with Left 4 Dead)
- Setting this to yes will allow the entity to cast a single directional shadow via it's orientation by modifying the shadow_control angles.
- _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 + int>
- The color and brightness of the light. RGB colors need to be between 0 and 255. Brightness can be higher.
- style <choices>
-
Note: Applies only to lights with a targetname. - Various pattern pre-sets (see next item).
- pattern <string>
Note: Applies only to lights with a targetname.- A string of characters, like a sequence of piano keys, that define a pattern of brightness. a is dark and z is full intensity.
- _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 <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 <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 <float>
- 0% falloff distance
- Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use.
Flags
- 1 : Initially Off
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.

