EF DIMLIGHT: Difference between revisions
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This effect creates a dynamic light with an RGB value of <code>100 100 100</code> and a random radius of 200 to 231 at the origin. | This effect creates a dynamic light with an RGB value of <code>100 100 100</code> and a random radius of 200 to 231 at the origin. | ||
{{Note|Is this true? I don't think the <code>EF_DIMLIGHT</code> is used in any code that will make a flashlight appear, but instead is used to tweak other render things.}} | {{Note|Is this true? I don't think the <code>EF_DIMLIGHT</code> is used in any code that will make a flashlight appear ''thanks to it'', but instead is used to tweak other render things.}} | ||
Revision as of 08:00, 5 July 2025
EF_DIMLIGHT is defined as 0x004, or 4.
This effect creates a dynamic light with an RGB value of 100 100 100 and a random radius of 200 to 231 at the origin.
EF_DIMLIGHT is used in any code that will make a flashlight appear thanks to it, but instead is used to tweak other render things.
It is used by the Player's Flashlight in Template:Game link, but the actual light is from CFlashlightEffect.
Usage
In code
Inside of the codebase, effects are defined as a bit-based enum and are stored in m_fEffects. This effect can be manipulated with AddEffects( EF_DIMLIGHT ), RemoveEffects( EF_DIMLIGHT ), and SetEffects( EF_DIMLIGHT ). This effect can be obtained with GetEffects() & EF_DIMLIGHT or IsEffectActive( EF_DIMLIGHT ).
In scripting
The functions mentioned above are supported in VScript starting with Dota 2. They can also be found in Garry's Mod.
In a map
To use this effect in a map, turn off SmartEdit mode and add the following keyvalue pair to the entity: effects 4.
You can set the effects keyvalue during runtime using AddOutput with the input value effects x (x being any summation of effects flags to enable).
AddOutput to change an entity's effects may interfere with an entity's simulation functionality.