Эта статья документации для всего, что использует платформу Source. Нажмите для получения дополнительной информации.

point_spotlight

From Valve Developer Community
< Ru
Revision as of 14:31, 3 December 2024 by Darkness8163 (talk | contribs) (Created page with "{{subst:#if: Translation of 'Point spotlight' to 'русский' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

{{subst:#if:|||

Important step for replacing wikilinks after you've created this page

After you click 'Edit' do what the image shows. If you can't see editing toolbar you need to enable it in 'Preferences' -> Editing -> checkbox 'Enable the editing toolbar'

Preload - Language Links Replace.jpg
См. также:  {{LAuto}}

--- DON'T JUST BLINDLY DELETE THIS PART. DO REPLACE THE LINKS AND CATEGORIES. THE PICTURE SHOWS HOW TO USE IT ! ---

SEARCH FOR: \[\[(?!#|File(?:[ _]talk)?:|Image(?:[ _]talk)?:|Media:|Template(?:[ _]talk)?:|MediaWiki(?:[ _]talk)?:|Talk:|Category[ _]talk:|Project[ _]talk:|Valve[ _]Developer[ _]Community[ _]talk:|Help[ _]talk:|User(?:[ _]talk)?:|c:|commons:|Dictionary:|Google:|GoogleGroups:|IMDB:|M:|Meta:|Metawikipedia:|MW:|SdkBug:|SourceForge:|Steampowered:|W:|Wiki:|WikiBooks:|Wikipedia:|Wikiquote:|Wiktionary:|WP:)(:?(?:Category|Category|Help|Project|Valve[ _]Developer[ _]Community|Special|)(?:[^\|\]]+))(\|?.*?)\]\]

REPLACE WITH: {{subst:LAuto|$1$2}}

}}
Under construction.png
This page is actively undergoing a major edit.
As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.

The person who added this notice will be listed in its edit history should you wish to contact them.

Info content.png
This page needs to be translated.
This page either contains information that is only partially or incorrectly translated, or there isn't a translation yet.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.(en)
A point_spotlight.

point_spotlight - это точечная энтити(en), доступно для всех игр на движке Source Source. It is a light_dynamic with two glow sprite effects: a beam effect for viewers outside the light cone and a halo effect for viewers inside the cone.

The light_dynamic functionality can be disabled with the 'No Dynamic Light' spawnflag. In that state, the spotlight will not actually illuminate other objects on its own and can be used with an accompanying light_spot or env_projectedtexture(newLight_Spot if Black Mesa Black Mesa) instead.

Icon-Bug.pngБаг:It doesn't spawn light_dynamic even if you disabled 'No Dynamic Light' spawnflag in Left 4 Dead 2.  [нужно проверить в ?]
Cpp.pngКод:By default, point_spotlight uses the material sprites/glow_test02.vmt. You can change this if you are shipping your own binaries by going into point_spotlight.cpp in the server project, navigating to line 351 and replacing the file path with your own material.
Note.pngПримечание:This entity creates an env_beam and a spotlight_end to accomplish its sprite effects. This means a single point_spotlight actually represents three different entities, including the point_spotlight itself. All of these contribute to the entity limit.
Нужно сделать: Define a way to set a custom materials through this ents keyvalues
Warning.pngПредупреждение:This entity generates 3 edicts (for itself, the beam visual and beam target respectively: point_spotlight, beam, spotlight_end! In Team Fortress 2 Team Fortress 2 and Garry's Mod Garry's Mod, the point_spotlight itself has been converted to a server-only edict (does not take up an edict), and in Team Fortress 2 Team Fortress 2, when no targetname and parentname is assigned, the point_spotlight and spotlight_end entity is also killed, thus consuming 1 edict in total for a static spotlight.
Warning.pngПредупреждение:In Black Mesa Black Mesa if this entity does not use the No Dynamic Light spawnflag then it will create dynamic Wikipedia icon Deferred lighting instead of using lightmaps.
Note.pngПримечание:env_beam collides only with prop_static and world geometry, this means that beam of point_spotlight and dynamic light will ignore any dynamic objects (with the exception of func_physbox), NPCs, physics objects, e.t.c.
Icon-Bug.pngБаг:In Black MesaPortal 2 keyvalue renderamt not functional at all, use HDR color scale. instead.
Note.pngПримечание:In Alien Swarm Deferred Alien Swarm Deferred this entity is not supported and on loading a map all point_spotlight entities will be converted to Light deferred!

Keyvalues

Ignore Solid (IgnoreSolid) <булева переменная(en)> Отсутствует в FGD!
If set, this spotlight won't trace for solids.(только в Source 2013 Multiplayer)
Spotlight Length (SpotlightLength) <целое число(en)>
Length of the spotlight beam.
Spotlight Width (SpotlightWidth) <целое число(en)>
Width of the spotlight beam.
Color (R G B) (rendercolor) <цвет КЗС(en)>
Spotlight color.
HDR color scale. (HDRColorScale) <число с плавающей запятой(en)>
Float value to multiply sprite color by when running in HDR mode.
Halo size scale. (HaloScale) <число с плавающей запятой(en)> (Во всех играх начиная с Left 4 Dead 2)
Float value to determine the size of the halo.
Name(en) (targetname) <объект источник(en)>
Имя объекта, по которому другие объекты могут ссылаться на этот объект, через Входы/Выходы(en) или другие ключ-параметры(en) (например parentname или target).
Также отображаются на 2D-видах в Hammer и Отчёте об объектах (Entity Report)(en).
См. также:  Основные ключ-параметры, входы и выходы доступные для всех объектов
Parentname:
Parent (parentname) <целевой объект(en)>
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.

RenderFields:


Render Mode (rendermode) <байт(en) выбор>
Устанавливает нестандартный режим отображения этого объекта.
Режимы отображения
  • 0: Нормально
  • 1: Цвет
  • 2: Текстура
  • 3: Свечение
  • 4: Цельный/Тест прозрачности Obsolete
  • 5: Наложение
  • 6: Удалён, ничего не делает Obsolete
  • 7: Промежуточные кадры
  • 8: Добавление прозрачности
  • 9: Масштабируемое свечение
  • 10: Не отображать
Render FX(en) (renderfx) <байт(en) выбор>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <байт(en)>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <цвет КЗС(en)>
Color tint.
Pitch Yaw Roll (Y Z X) (angles) <QAngle(en)>
Ориентация этого объекта в мире. Тангаж (pitch) - поворот по оси Y, рысканье (yaw) - поворот по Z и крен(roll) - поворот по X.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <целое число(en) выбор> (удалено начиная с Left 4 Dead)
Энтити не будет существовать, если движок будет работать вне указанного диапазона версий DirectX(en).
Варианты
Warning.pngПредупреждение:If these are used, the object may break when the user switches their DirectX settings.[missing string]
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <целое число(en) выбор> (Во всех играх начиная с Left 4 Dead)
Не отображать для игроков с уровнем детализации эффектов, превышающим минимум или максимум.
Варианты
  • 0: По умолчанию ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Низкий
  • 2: Средний
  • 3: Высокий
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <целое число(en) выбор> (Во всех играх начиная с Left 4 Dead)
Не отображать для игроков с уровнем детализации оттенений, превышающим минимум или максимум.
Варианты
  • 0: По умолчанию ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Низкий
  • 2: Средний
  • 3: Высокий
  • 4: Очень высокий
См. также:  cpu_level / gpu_level convars

Flags

Start On : [1]
No Dynamic Light : [2]

Inputs

LightOn
Turn the spotlight on.
LightOff
Turn the spotlight off.
LightToggle
Toggles the spotlight on/off (только в Mapbase)
SetColor <цвет КЗС(en)> (Во всех играх начиная с Alien Swarm) (также в Garry's Mod)
Change the color of the spotlight. Light must be turned off then back on for dynamic light to update.
Note.pngПримечание:Functionally identical to the Color input. A delay of at least 0.01 is required before the spotlight is turned back on, or else it will remain off.
ForceUpdate  (Во всех играх начиная с Alien Swarm) (также в Garry's Mod)
Force an update of the spotlight position and orientation.


Parentname:
SetParent <строка(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <строка(en)>
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 <строка(en)>
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.

RenderFields:

Alpha <целое число(en) 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <цвет КЗС(en)>
Sets an RGB color for the entity.

Outputs

OnLightOn
Fires when light turns on.
OnLightOff
Fires when light turns off.


See also