Light (GoldSrc): Difference between revisions
		
		
		
		
		
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 AltNames:light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.
AltNames:light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.
		
	
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| {{ | {{TabsBar|main=Light}} | ||
| {{this is a|point entity|name=light|engine=GoldSrc}} It's an invisible [[static light]] source, which can optionally be toggled or flicker. | {{this is a|point entity|name=light|engine=GoldSrc}} It's an invisible [[static light]] source, which can optionally be toggled or flicker. | ||
| Line 5: | Line 5: | ||
| == Key Values == | == Key Values == | ||
| {{Hl1 kv target}} | {{Hl1 kv target}} | ||
| :{{note|If a light targets a entity, it becomes a spotlight, like [[light_spot (GoldSrc)]].}} | :{{note|If a light targets a entity, it becomes a spotlight, like [[light_spot (GoldSrc)|light_spot]].}} | ||
| {{Hl1 kv targetname}} | {{Hl1 kv targetname|light=1}} | ||
| {{Hl1 kv light}} | {{Hl1 kv light}} | ||
| {{Hl1 kv zhlt light source}} | {{Hl1 kv zhlt light source}} | ||
| == Flags == | == Flags == | ||
| {{fl|1|Initially dark}} | {{fl|1|Initially dark}} | ||
Latest revision as of 14:03, 24 April 2025
light  is a   point entity  available in all  GoldSrc games. It's an invisible static light source, which can optionally be toggled or flicker.
 GoldSrc games. It's an invisible static light source, which can optionally be toggled or flicker.
 AltNames:light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.
AltNames:light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.Key Values
- Target (target) <targetname>
- The targetname of an entity this entity will trigger when activated.
 Note:If a light targets a entity, it becomes a spotlight, like light_spot. Note:If a light targets a entity, it becomes a spotlight, like light_spot.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by. Important:Naming a static light radically changes its behavior. See Naming Lights for details. Important:Naming a static light radically changes its behavior. See Naming Lights for details.
Light:
- Color + Brightness (_light) <color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
 Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast. Note:Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast.
- Appearance (lightstyle) (style) <choices>
- Various lightstyle presets. Cannot be used on named lights.
- Lightstyle presets (epilepsy warning) - Literal Value - Description - Sequence - Preview - 0 - Normal - m   - 10 - Fluorescent flicker - mmamammmmammamamaaamammma   - 2 - Slow, strong pulse - abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba   - 11 - Slow pulse, noblack - abcdefghijklmnopqrrqponmlkjihgfedcba   - 5 - Gentle pulse - jklmnopqrstuvwxyzyxwvutsrqponmlkj   - 1 - Flicker A - mmnmmommommnonmmonqnmmo   - 6 - Flicker B - nmonqnmomnmomomno   - 3 - Candle A - mmmmmaaaaammmmmaaaaaabcdefgabcdefg   - 7 - Candle B - mmmaaaabcdefgmmmmaaaammmaamm   - 8 - Candle C - mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa   - 4 - Fast strobe - mamamamamama   - 9 - Slow strobe - aaaaaaaazzzzzzzz   - 12 - Underwater light mutation - mmnnmmnnnmmnn   - 63 - Testing (Off) !FGD - a   
- Custom Appearance (pattern) <string>
- A string of english letters, like a sequence of piano keys, that define a pattern of brightness. a is 0%, m is 100%, and z is 200%. Updates at 10 Hz. Requires light to have a targetname.
ZHLT light source:
- 0 : Default
- 1 : Inverse Linear
- 2 : Inverse Square
- Texlight (VHLT+) (_tex) <texture>
- HLCSG will rename this entity to light_surface, using the specified texture as the emissive texture. See light_surface page for additional relevant KVs.
Flags
- Initially dark : [1]
