Info lighting relative: Difference between revisions

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  [
  [
  LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +
  LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +
  "If empty, the info_lighting_relative's origin will " +
  " If empty, the info_lighting_relative's origin will" +
  "be used."
  " be used."
  ]
  ]



Revision as of 16:17, 16 April 2006

Template:Wrongtitle

Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceHalf-Life 2Half-Life 2: DeathmatchDay of Defeat: SourceHalf-Life 2: Episode OneHalf-Life 2: Episode TwoTeam Fortress 2 FGD by default.
See below for instructions on making it available.
@PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative
[
	LightingLandmark(target_destination) : "Lighting Landmark" :  : "Entity at which the reference origin is contained. " +
									" If empty, the info_lighting_relative's origin will" +
									" be used."
]

Entity Description

Info lighting.png

This entity is used in d1_trainstation_01, inside the train car Gordon encounters G-Man.

It can be used on any entity derived from CBaseAnimating. Use the LightingOriginHack keyvalue to set the entity's initial lighting origin and the SetLightingOriginHack input to set a new lighting origin.

Keyvalues

<target_destination> Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.

Inputs

Outputs