User talk:Godlike: Difference between revisions

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: A string of characters defining a custom pattern, a being most dark and z being most bright. Above example would be a stobe light.
: A string of characters defining a custom pattern, a being most dark and z being most bright. Above example would be a stobe light.


* '''Spotlight Length''' ''spotlightlength <integer>''
* '''Constant'''
: Length of the spotlight beam.
: Brightens or dims the intensity of the light near its entity. A '''high constant''' will dim the light.


* '''Spotlight Width''' ''spotlightwidth <integer>''
* '''Linear'''
: Width of the spotlight beam.
: Simular to '''constant''' but affects all distances.
 
* '''Quadratic''' ''spotlightwidth <integer>''
: Increase to make a light bright but not travel far.


* '''Maximum distance'''
* '''Maximum distance'''

Revision as of 07:03, 10 July 2005

Template:Light

Entity Description

An invisible light source. Can be turned on and off through inputs. The light entity is very basic but yet essential to almost every map.


. The SetPattern input sets the light's custom appearance to the input's parameters; the FadeToPattern input fades from the light's old pattern to the new one.


Entity Values

Keys

  • Name targetname <target_source>
The name of this entity. Allows other entities in the map to trigger this one.
  • Brightnes red green blue brightness
The color and brightness of the light. RGB colors need to be between 0 and 255. Brightness can be higher.
  • Appearance <choose a style>
A preset pattern of diverse flicker effects.
  • Custom Appearance Example: azazazaz
A string of characters defining a custom pattern, a being most dark and z being most bright. Above example would be a stobe light.
  • Constant
Brightens or dims the intensity of the light near its entity. A high constant will dim the light.
  • Linear
Simular to constant but affects all distances.
  • Quadratic spotlightwidth <integer>
Increase to make a light bright but not travel far.
  • Maximum distance
Stops the light emitted from reaching beyond this distance. Useful in cutting down compiling time by not making lights extend infinitely.


Flags

  • Initially Dark
Causes the light to be off when the map starts.

Inputs

  • Kill
Removes this entity from the world.
  • KillHierarchy
Removes this entity and all its children from the world.
  • AddOutput <string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Adds an entity I/O connection to this entity. Very dangerous, use with care.
  • FireUser1
Causes this entity's OnUser1 output to be fired.
  • FireUser2
Causes this entity's OnUser2 output to be fired.
  • FireUser3
Causes this entity's OnUser3 output to be fired.
  • FireUser4
Causes this entity's OnUser4 output to be fired.
  • SetParent <string>
Changes the entity's parent in the movement hierarchy.
  • SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
  • ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • LightOn
Turn the spotlight on.
  • LightOff
Turn the spotlight off

Outputs

  • OnUser1
Fired in response to FireUser1 input.
  • OnUser2
Fired in response to FireUser2 input.
  • OnUser3
Fired in response to FireUser3 input.
  • OnUser4
Fired in response to FireUser4 input.

See Also