beam_spotlight

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C++ Class hierarchy
CBeamSpotlight
CBaseEntity
C++ beamspotlight.cpp
Beam spotlight.png

beam_spotlight is an e0 available in all Template:2 games since Left 4 Dead Left 4 Dead.Template:2 topicon

Warning.pngWarning:
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{2}} template.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It is used to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. It will also create a dynamic light wherever the end of the spotlight rests. Other than its ability to rotate, this entity is functionally identical to point_spotlight.

Note.pngNote:This spotlight is entirely client side, and rotation may be desynchronized between clients.
Note.pngNote:This entity is also available in Garry's Mod Garry's Mod .
Tip.pngTip:Can be set to rotate for a lighthouse search beam effect.

Flags

Start On : [1]
No Dynamic Light - Do not create any actual light. : [2]
Start with Rotation On : [4]
Reverse Direction : [8]
X Axis : [16]
Y Axis : [32]

([Clarify] are these axes relative to the world or to the entity?)

Keyvalues

Max Rotation Speed (maxspeed) <integer>
The maximum rotation speed of the spotlight, in degrees per second.
Spotlight Length (SpotlightLength) <integer>
Length of the spotlight beam.
Spotlight Width (SpotlightWidth) <integer>
Width of the spotlight beam.
HDR color scale (HDRColorScale) <float>
Multiplier for sprite color by when running in HDR mode.
Halo Sprite (HaloSprite) <sprite> (only in Left 4 Dead)
The material that should be used for the halo.
Beam Sprite (BeamSprite) <sprite> (only in Left 4 Dead)
The material that should be used for the beam.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.

Inputs

LightOn
Turn the spotlight on.
LightOff
Turn the spotlight off
Start
Start rotating.
Stop
Stop rotating.
Reverse
Reverse the direction of rotation.

RenderFields:

Alpha <integer 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 <color255RedirectInput/color32>
Sets an RGB color for the entity.

Outputs

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