Light spot (GoldSrc): Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
Note:Use an info_null entity to have your light_spot point to a certain spot.
		
	
mNo edit summary  | 
				SirYodaJedi (talk | contribs)  mNo edit summary  | 
				||
| Line 2: | Line 2: | ||
[[File:Light_spot_goldsrc.png|left|link=|64px]]  | [[File:Light_spot_goldsrc.png|left|link=|64px]]  | ||
{{this is a|point entity|name=light_spot|engine=GoldSrc}}  | {{this is a|point entity|name=light_spot|engine=GoldSrc}}  | ||
{{clr}}  | |||
== Description ==  | == 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.  | 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.  | ||
Revision as of 09:44, 8 June 2024
light_spot  is a   point entity  available in all 
 GoldSrc games.
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.
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: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.
 
- 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:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with zhlt_noclipenabled directly below this model's origin. Texture the top face withblack_HIDDEN, and the rest of the faces withSKIP.
Note: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 
modelKV. 
- 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