User talk:Godlike: Difference between revisions

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: Simular to '''constant''' but affects all distances.
: Simular to '''constant''' but affects all distances.


* '''Quadratic''' ''spotlightwidth <integer>''
* '''Quadratic'''
: Increase to make a light bright but not travel far.
: Increase to make a light bright but not travel far.


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* '''Initially Dark'''
* '''Initially Dark'''
: Causes the light to be off when the map starts.
: Causes the light to be off when the map starts.


===Inputs===
===Inputs===


* '''Kill'''
* '''TurnOn''' ''<string>''
: Removes this entity from the world.
: Turns the light on.
 
* '''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===
* '''TurnOff''' ''<string>''
: Turns the light off.


* '''OnUser1'''  
* '''Toggle'''
: Fired in response to FireUser1 input.
: Toggles the light on or off.


* '''OnUser2'''  
* '''SetPattern'''
: Fired in response to FireUser2 input.
: Sets the light's custom appearance to the input's parameters.


* '''OnUser3'''  
* '''FadeToPattern'''
: Fired in response to FireUser3 input.
: Fades from the light's old pattern to the new one.


* '''OnUser4'''
: Fired in response to FireUser4 input.


==See Also==
==See Also==

Revision as of 07:09, 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
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

  • TurnOn <string>
Turns the light on.
  • TurnOff <string>
Turns the light off.
  • Toggle
Toggles the light on or off.
  • SetPattern
Sets the light's custom appearance to the input's parameters.
  • FadeToPattern
Fades from the light's old pattern to the new one.


See Also