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.}} | |||
It is used by the Player's Flashlight in {{Game link|Half-Life 2}}. | It is used by the Player's Flashlight in {{Game link|Half-Life 2}}, but the actual light is from <code>CFlashlightEffect</code>. | ||
{{effect|4|}} | {{effect|4|}} | ||
[[Category:Constants]] | [[Category:Constants]] | ||
[[Category:Effect flags]] | [[Category:Effect flags]] |
Revision as of 07:59, 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, but instead is used to tweak other render things.
It is used by the Player's Flashlight in Half-Life 2 , 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.