Beam spotlight

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Entity Description

Beam spotlight.png

The Beam_spotlight creates a cone shaped light "glow" of light reflecting off of fog. Does not provide any illumination on objects itself, but makes other lightsources, such as a light_spot look more realistic (treated as an overlay?).

Can be set to rotate for a lighthouse search beam effect.


Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.
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.
  • Color
The color of the beam
  • Disable Receiving Shadows
Default No
  • Start Fade Distance
Distance at which the overlay starts to fade (<0 = subtract from fademaxdist).
  • End Fade Distance
Maximum distance at which the overlay is visible (0= don't fade out).
  • Fade Scale
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out the props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.
  • Max Rotation Speed
The maximum rotation speed of the spotlight in degrees per second.
  • Spotlight Length

Length of the spotlight beam.

  • Spotlight Width

Width of the spotlight beam at the far end of the cone. Appears to be the diameter.

  • HDR color scale

Float value to multiply the sprite color by when running in HDR mode.

Flags

  • 1:Start On
  • 2:No Dynamic Light
  • 4:Start Rotation On
  • 8:Reverse Direction
  • 16:X Axis
  • 32:Y Axis

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.
  • Color

<byte> <byte> <byte> Changes the color of the beam.

  • Alpha

<byte> Change the alpha.

  • TurnOn
Turn the light off.
  • TurnOff
Turn the light on.
  • Start
Start the rotator rotating.
  • Stop
Stop the rotator from rotating.
  • Reverse
Reverse the direction of the rotation.

Outputs

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