This article's documentation is for the "GoldSrc" engine. Click here for more information.

Light spot (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(→‎Key values: use kv template)
Line 10: Line 10:
{{Hl1 kv targetname}}
{{Hl1 kv targetname}}
{{Hl1 kv light}}
{{Hl1 kv light}}
; Inner (bright) angle <code><integer></code>
{{kv|Inner (bright) angle|int|The angles of the inner spotlight beam.}}
: The angles of the inner spotlight beam.
{{kv|Outer (fading) angle|integer|The angles of the outer spotlight beam.}}
; Outer (fading) angle <code><integer></code>
{{kv|intn=_sky|Is sky?|boolean|Whether or not this light should be used as sunlight cast from sky brushes.<br>Unlike {{ent|engine=goldsrc|light_environment}}, this does not have any special effect on MDL lighting, and does not have a per-PVS limit.}}
: The angles of the outer spotlight beam.
{{kv|intn=target|Target|target_destination|The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.}}
; Is Sky <code><integer></code>
: Whether or not this light should be used as sunlight cast from sky brushes.
: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
* 1 : Yes
; Target <code><[[targetname|target_destination]]></code>
: The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
{{KV Angles}}
{{KV Angles}}
; Pitch <code><[[QAngle|angle]]></code>
{{kv|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.)}}
: 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.)


{{Hl1 kv zhlt light source}}
{{Hl1 kv zhlt light source}}

Revision as of 12:17, 10 April 2025

edit
C++ Class hierarchy
CLight
CPointEntity
CBaseEntity
C++ lights.cpp

light_spot is a point entity available in all GoldSrc 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.

AltNames.pngAltNames:light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.
Note.pngNote:Use an info_null entity to have your light_spot point to a certain spot.

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.pngNote: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 Lightstyle 0.png
10 Fluorescent flicker mmamammmmammamamaaamammma Lightstyle 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Lightstyle 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Lightstyle 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Lightstyle 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Lightstyle 1.gif
6 Flicker B nmonqnmomnmomomno Lightstyle 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Lightstyle 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Lightstyle 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Lightstyle 8.gif
4 Fast strobe mamamamamama Lightstyle 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Lightstyle 9.gif
12 Underwater light mutation mmnnmmnnnmmnn Lightstyle 12.gif
63 Testing (Off) !FGD a Lightstyle 63.png
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 ([todo internal name (i)]) <integer>
The angles of the inner spotlight beam.
Outer (fading) angle ([todo internal name (i)]) <integer>
The angles of the outer spotlight beam.
Is sky? (_sky) <boolean>
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.
Target (target) <targetname>
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 ([todo internal name (i)]) <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:

ZHLT Fade <float>
ZHLT Falloff <integer>
  • 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