Beam spotlight: Difference between revisions
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Note:This spotlight is entirely client side, and rotation may be desynchronized between clients.
Idea:Can be set to rotate for a lighthouse search beam effect.
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(sprite keyvalues are l4d only... odd) |
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Line 20: | Line 20: | ||
{{KV|Spotlight Length (SpotlightLength)|integer|Length of the spotlight beam.}} | {{KV|Spotlight Length (SpotlightLength)|integer|Length of the spotlight beam.}} | ||
{{KV|Spotlight Width (SpotlightWidth)|integer|Width of the spotlight beam.}} | {{KV|Spotlight Width (SpotlightWidth)|integer|Width of the spotlight beam.}} | ||
{{KV|HDR color scale (HDRColorScale)|float|Multiplier for sprite color by when running in HDR mode.}} | |||
{{KV|HDR color scale (HDRColorScale)|float| | {{KV|Halo Sprite (HaloSprite)|sprite|The material that should be used for the halo. Left 4 Dead only.}} | ||
{{KV|Halo Sprite (HaloSprite)|sprite|The material that should be used for the halo.}} | {{KV|Beam Sprite (BeamSprite)|sprite|The material that should be used for the beam. Left 4 Dead only.}} | ||
{{KV|Beam Sprite (BeamSprite)|sprite|The material that should be used for the beam.}} | |||
{{KV RenderFields}} | {{KV RenderFields}} | ||
{{KV SystemLevelChoice}} | {{KV SystemLevelChoice}} |
Revision as of 04:03, 22 September 2018
Template:Base point It is used to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. It will also create a dynamic light wherever the end of the spotlight rests. Other than its ability to rotate, this entity is functionally identical to point_spotlight.


Flags
- 1: Start On
- 2: No Dynamic Light - Do not create any actual light. This may look unrealistic.
- 4: Start rotation on
- 8: Reverse Direction
- 16: X Axis ([Clarify] are these axes relative to the world or to the entity?)
- 32: Y Axis
Keyvalues
- Max Rotation Speed (maxspeed) ([todo internal name (i)]) <integer>
- The maximum rotation speed of the spotlight, in degrees per second.
- Spotlight Length (SpotlightLength) ([todo internal name (i)]) <integer>
- Length of the spotlight beam.
- HDR color scale (HDRColorScale) ([todo internal name (i)]) <float>
- Multiplier for sprite color by when running in HDR mode.
- Halo Sprite (HaloSprite) ([todo internal name (i)]) <sprite>
- The material that should be used for the halo. Left 4 Dead only.
- Beam Sprite (BeamSprite) ([todo internal name (i)]) <sprite>
- The material that should be used for the beam. Left 4 Dead only.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
See also: cpu_level / gpu_level convars- 0: Default ("Low" for
Inputs
- LightOn
- Turn the spotlight on.
- LightOff
- Turn the spotlight off
- Start
- Start rotating.
- Stop
- Stop rotating.
- Reverse
- Reverse the direction of rotation.
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
Outputs
- OnLightOn
- Fires when light turns on.
- OnLightOff
- Fires when light turns off.