Light spot (GoldSrc): Difference between revisions

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{{entitytabs|light_spot|goldsrc=1|source=1|source2=1|main=source}}
{{tabs|light_spot|goldsrc=1|source=1|source2=1|main=source}}
{{This is a|name=light_spot|engine=1|e0}}
{{This is a|name=light_spot|engine=1|e0}}



Revision as of 00:52, 19 January 2024

light_spot is an e0 available in all Template:1 games.Template:1 topicon

Warning.pngWarning:
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{1}} template.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

Description

A cone-shaped, invisible light source. Can be turned on and off through targets, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.

Note.pngNote:Use an info_null entity to have your light_spot point to a certain spot.

Key values

Name (targetname) <string>
The targetname that other entities refer to this entity by.

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.pngNote: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 Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
63 Testing (Off) !FGD a Lightstyle 63.png
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.
Inner (bright) angle <integer>
The angles of the inner spotlight beam.
Outer (fading) angle <integer>
The angles of the outer spotlight beam.
Is Sky <integer>
Whether or not this light should be used as sunlight cast from sky brushes. Identical to light_environment.
  • 0 : No
  • 1 : Yes
Target <target_destination>
The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Pitch <angle>
Overrides the pitch value in Angles, even if left at 0, so it needs to be specified. Contrary to Angles, the rotation of this pitch is measured counter-clockwise from the horizontal, so that 90 is straight up, while -90 is straight down. (It's simply the negative of a normal pitch value.)


ZHLT:

Copy lighting from (VHLT+) (zhlt_copylight) <targetname>
Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
Tip.pngTip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclip enabled directly below this model's origin. Texture the top face with black_HIDDEN, and the rest of the faces with SKIP.
Note.pngNote:Not compatible with entities using the effect flag EF_INVLIGHT.
Model shadows (UMHLT, SDHLT) (zhlt_studioshadow) <boolean>
Enable to cast shadows from MDLs found in the model KV.
Model shadow mode (SDHLT) (zhlt_shadowmode) <choices>
0 - Use Bounding Box
1 - Use triangles (default)
2 - Use Bounding boxes of triangles


Spawnflags

  • 1 : Initially dark