EF DIMLIGHT: Difference between revisions
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{{tabsBar|main=gs|base=EF_DIMLIGHT}} | {{tabsBar|main=gs|base=EF_DIMLIGHT}} | ||
{{back|Effect flags}} | {{back|Effect flags}} | ||
'''EF_DIMLIGHT''' is defined as 0x004, or 4. | '''EF_DIMLIGHT''' is defined as <code>0x004</code>, or <code>4</code>. | ||
This effect creates a dynamic light with an RGB value of <code>100 100 100</code> and a random radius of 200 to 231 at the origin. | This effect creates a dynamic light with an RGB value of <code>100 100 100</code> and a random radius of 200 to 231 at the origin. | ||
It was used by the player's flashlight (like {{goldsrc}}) during {{hl2|2}}'s development, prior to being replaced with <code>CFlashlightEffect</code>. | |||
It | |||
{{effect|4|}} | {{effect|4|}} | ||
[[Category:Constants]] | [[Category:Constants]] | ||
[[Category:Effect flags]] | [[Category:Effect flags]] |
Latest revision as of 19:12, 5 July 2025


EF_DIMLIGHT is defined as 0x004
, or 4
.
This effect creates a dynamic light with an RGB value of 100 100 100
and a random radius of 200 to 231 at the origin.
It was used by the player's flashlight (like ) during
Half-Life 2's development, prior to being replaced with
CFlashlightEffect
.
Usage
In code
Inside of the codebase, effects are defined as a bit-based enum and are stored in m_fEffects
. This effect can be manipulated with AddEffects( EF_DIMLIGHT )
, RemoveEffects( EF_DIMLIGHT )
, and SetEffects( EF_DIMLIGHT )
. This effect can be obtained with GetEffects() & EF_DIMLIGHT
or IsEffectActive( EF_DIMLIGHT )
.
In scripting
The functions mentioned above are supported in VScript starting with Dota 2 . They can also be found in
Garry's Mod .
In a map
To use this effect in a map, turn off SmartEdit mode and add the following keyvalue pair to the entity: effects 4
.

You can set the effects
keyvalue during runtime using AddOutput with the input value effects x
(x being any summation of effects flags to enable).

AddOutput
to change an entity's effects may interfere with an entity's simulation functionality.