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.
(→Entity Description: added mini-tutorial to explain how to get the light to work properly.) |
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==Keyvalues== | ==Keyvalues== | ||
* {{ | * {{name}} | ||
* {{ | * {{angles}} This will control the direction the light points at, if no target is specified. | ||
* '''parent''' | |||
: <name_of_parent_entity> Entities move with their parent. | |||
* '''target''' | * '''target''' | ||
: <target_destination> The name of an entity in the map that the dynamic light will point at. | : <target_destination> The name of an entity in the map that the dynamic light will point at. | ||
* ''' | * '''inner_cone''' | ||
: <integer> The inner (bright) angle. | : <integer> The inner (bright) angle. | ||
* ''' | * '''cone''' | ||
: <integer> The outer (fading) angle. | : <integer> The outer (fading) angle. | ||
Revision as of 17:29, 9 August 2007
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.


Keyvalues
- <angle> This will control the direction the light points at, if no target is specified.
- parent
- <name_of_parent_entity> Entities move with their parent.
- 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
- 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.