point_spotlight
{{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'
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}}
}}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.
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)
point_spotlight - это точечная энтити(en), доступно для всех игр на движке
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) instead.
light_dynamic even if you disabled 'No Dynamic Light' spawnflag in 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.point_spotlight, beam, spotlight_end! In point_spotlight itself has been converted to a server-only edict (does not take up an edict), and in point_spotlight and spotlight_end entity is also killed, thus consuming 1 edict in total for a static spotlight.No Dynamic Light spawnflag then it will create dynamic Keyvalues
- Ignore Solid (IgnoreSolid) <булева переменная(en)> Отсутствует в FGD!
- If set, this spotlight won't trace for solids.(только в
)
- Spotlight Length (SpotlightLength) <целое число(en)>
- Length of the spotlight beam.
- Spotlight Width (SpotlightWidth) <целое число(en)>
- Width of the spotlight beam.
- 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
) - 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(en)илиtarget).
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
- 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
- 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.
- 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
) - Энтити не будет существовать, если движок будет работать вне указанного диапазона версий DirectX(en).
Варианты
Предупреждение:If these are used, the object may break when the user switches their DirectX settings.[missing string]- 0 - По умолчанию (без ограничений)
- 60 - DirectX 6 (Отсутствует в FGD! for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;

only) Отсутствует в FGD! - 95 - DirectX 9 Shader Model 3 (Во всех играх начиная с
) - 98 - DirectX 9 Shader Model 3 на Xbox 360 (
only) Отсутствует в FGD!
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <целое число(en) выбор> (Во всех играх начиная с
) - Не отображать для игроков с уровнем детализации эффектов, превышающим минимум или максимум.
Варианты - 0: По умолчанию ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Низкий
- 2: Средний
- 3: Высокий
- 0: По умолчанию ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <целое число(en) выбор> (Во всех играх начиная с
) - Не отображать для игроков с уровнем детализации оттенений, превышающим минимум или максимум.
Варианты - 0: По умолчанию ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Низкий
- 2: Средний
- 3: Высокий
- 4: Очень высокий
См. также: cpu_level / gpu_level convars- 0: По умолчанию ("Low" for
Flags
- Start On : [1]
- No Dynamic Light : [2]
Inputs
- LightOn
- Turn the spotlight on.
- LightOff
- Turn the spotlight off.
- SetColor <цвет КЗС(en)> (Во всех играх начиная с
) (также в
) - Change the color of the spotlight. Light must be turned off then back on for dynamic light to update.
Примечание: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
) (также в
) - Force an update of the spotlight position and orientation.
- 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
rendermodeset to a number other than0.
Outputs
- OnLightOn
- Fires when light turns on.
- OnLightOff
- Fires when light turns off.