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.
SirYodaJedi (talk | contribs) (→Key values: There are reason why you might want to use _sky, such as for multiple sunlights in the same PVS) |
(-added class hierarchy) |
||
Line 1: | Line 1: | ||
{{tabs|light_spot|goldsrc=1|source=1|source2=1|main=source}} | {{tabs|light_spot|goldsrc=1|source=1|source2=1|main=source}} | ||
{{CD|CLight|goldsrc=1}} | |||
[[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}} | ||
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. | ||
{{Note|Use an [[Info_null_(GoldSource_Engine)|info_null]] entity to have your light_spot point to a certain spot.}} | {{Note|Use an [[Info_null_(GoldSource_Engine)|info_null]] entity to have your light_spot point to a certain spot.}} |
Revision as of 03:03, 27 July 2024
![]() |
---|
CLight |
![]() |

light_spot
is a point entity available in all GoldSrc games.
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.
- Unlike light_environment, this does not have any special effect on MDL lighting, and does not have a per-PVS limit.
- 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_noclip enabled directly below this model's origin. Texture the top face with black_HIDDEN, and the rest of the faces with SKIP.
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 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