Light spot (GoldSrc): Difference between revisions
Jump to navigation
Jump to search
AltNames:light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.
Note:Use an info_null entity to have your light_spot point to a certain spot.
SirYodaJedi (talk | contribs) mNo edit summary |
mNo edit summary |
||
Line 4: | Line 4: | ||
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. | ||
{{altnames|{{ | {{altnames|{{ent|engine=goldsrc|light}} and {{mono|light_spot}} are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.}} | ||
{{Note|Use an | {{Note|Use an {{ent|engine=goldsrc|info_null}} entity to have your light_spot point to a certain spot.}} | ||
== Key values == | == Key values == | ||
Line 16: | Line 16: | ||
; Is Sky <code><integer></code> | ; Is Sky <code><integer></code> | ||
: Whether or not this light should be used as sunlight cast from sky brushes. | : Whether or not this light should be used as sunlight cast from sky brushes. | ||
:Unlike | :Unlike {{ent|engine=goldsrc|light_environment}}, this does not have any special effect on MDL lighting, and does not have a per-PVS limit. | ||
* 0 : No | * 0 : No | ||
* 1 : Yes | * 1 : Yes |
Revision as of 20:44, 14 March 2025
![]() |
---|
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 light source:
- 0 : Default
- 1 : Inverse Linear
- 2 : Inverse Square
- Texlight (VHLT+) (_tex) <texture>
- HLCSG will rename this entity to light_surface, using the specified texture as the emissive texture. See light_surface page for additional relevant KVs.
Spawnflags
- 1 : Initially dark