point_spotlight
From Valve Developer Community
This is a point entity available in all Source games.
Contents |
Entity description
This point-based entity is a light_dynamic with two glow sprite effects: a beam effect for viewers outside the light cone and a halo effect for viewers inside the cone.
- If the 'No Dynamic Light' spawn flag is checked this entity will just provide a sprite effects, and will not illuminate other objects.
- See also Lighting
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
-
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
-
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
-
RenderFields:
- Render Mode
<choices> - Set a non-standard rendering mode on this entity. See Render Modes for details.
- FX Amount (0 - 255)
<int> - Intensity of the selected render mode.
- FX Color (R G B)
<color255> - Color used by the selected render mode (if applicable).
- Disable Receiving Shadows
<bool> - Prevents the entity from receiving shadows.
To do: RTT and/or shadow map?
RenderFXChoices:
- Render FX
<choices> - Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
- HDRColorScale
- <float> Float value to multiply sprite color by when running in HDR mode.
- spotlightlength
- <integer> Length of the spotlight beam.
- spotlightwidth
- <integer> Width of the spotlight beam.
- rendercolor
- <color255> The color of the spotlight cone.
Flags
- 1 : Start On
- Sets the point_spotlight to be turned on when it spawns.
- 2 : No Dynamic Light
- Prevents a dynamic light from being generated by the point_spotlight. Dynamic lights can be costly for performance, so this flag should be checked to improve framerate.
Inputs
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.
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
SetParentAttachmentMaintainOffset <string> - As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
-
ClearParent - Removes this entity from its current movement hierarchy.
RenderFields:
- LightOn
- LightOff
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.
