Light dynamic: Difference between revisions
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Note:This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.
Note:For the light to work properly the "distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, the "brightness" keyvalue should be either 6 or 8, normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.
m (→Flags) |
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==Flags== | ==Flags== | ||
* 1 : No World Light | * 1 : No World Light (Better Performance) | ||
* 2 : No Model Light | * 2 : No Model Light | ||
* 4 : Add Displacement Alpha | * 4 : Add Displacement Alpha |
Revision as of 22:10, 16 July 2011
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Entity Description
An invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting.


- See also Lighting and Light entities
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
- This will control the direction the light points at, if no target is specified.
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- target <target_destination>
- The name of an entity in the map that the dynamic light will point at.
- inner_cone <integer>
- The inner (bright) angle.
- cone <integer>
- The outer (fading) angle.
- brightness <integer>
- This is the intensity of the spotlight.
- spotlight_radius <float>
- This is the radius of the spotlight, in inches, at the object that it is hitting.
Flags
- 1 : No World Light (Better Performance)
- 2 : No Model Light
- 4 : Add Displacement Alpha
- 8 : Subtract Displacement Alpha
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Brightness
- <integer> Set the light brightness.
- Distance
- <float> Set the maximum light distance.
- _inner_cone
- <integer> Set the inner (bright) angle.
- _cone
- <integer> Set the outer (fading) angle.
- spotlight_radius
- <float> Set the radius of the spotlight at the end point.
- style
- <integer> Change the lightstyle (see Appearance field for possible values).
- TurnOn
- Turn the light off.
- TurnOff
- Turn the light on.
- Toggle
- Toggle the light on/off.