Info lighting relative
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Template:Base point It is used in d1_trainstation_01, inside the train car Gordon encounters G-Man.
It can be used on any model entity. Use the !FGD LightingOriginHack keyvalue to set the entity's initial lighting origin and the !FGD SetLightingOriginHack input to set a new lighting origin.
Keyvalues
- Lighting Landmark ([todo internal name (i)]) <targetname>
- Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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.
Outputs
Video Demo
[https://www.youtube.com/watch?v=JVtIS-Rssjc Video by gtamike_TSGK
Resource
[http://gamebanana.com/prefabs/7242 Relative Lighting Tutorial by Bud Doug Lee