Light (GoldSrc): Difference between revisions
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{{Hl1 kv light}} | {{Hl1 kv light}} | ||
{{kv|Texlight (VHLT+)|intn=_tex|boolean|Treat this entity as an [[light_surface]], using the specified texture as the emissive texture.}} | {{kv|Texlight (VHLT+)|intn=_tex|boolean|Treat this entity as an [[light_surface]], using the specified texture as the emissive texture.}} | ||
{{Hl1 kv zhlt | {{Hl1 kv zhlt light source}} | ||
== Flags == | == Flags == | ||
{{fl|1|Initially dark}} | {{fl|1|Initially dark}} |
Revision as of 09:06, 31 August 2024
light
is a point entity available in all GoldSrc games. It's an invisible static light source, which can optionally be toggled or flicker.
Key Values
- Target (target) <targetname>
- The targetname of an entity this entity will trigger when activated.
Note:If a light targets a entity, it becomes a spotlight, like light_spot (GoldSrc).
- 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.
- Texlight (VHLT+) (_tex) <boolean>
- Treat this entity as an light_surface, using the specified texture as the emissive texture.
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.
Flags
- Initially dark : [1]