light_dynamic
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light_dynamic
is a point entity available in all Source games.
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CDynamicLight |
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It is an invisible light source that changes over time, casting dlights on brushes and elights on models. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except env_projectedtexture that can light up brushes in real-time (but it doesn't replace their original lighting).











An example in
Black Mesa

Keyvalues
- 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
- Entity to point at (target) <targetname>
- The name of an entity in the map that the dynamic light will point at.
- Light color (_light) <color255>
- The RGB render color of the spotlight. Colors must be between 0 and 255.
- Light brightness (brightness) <integer>
- The intensity of the spotlight.
- Inner (bright) angle (_inner_cone) <integer>
- The angles of the inner spotlight beam. 0 makes it omnidirectional.
- Outer (fading) angle (_cone) <integer>
- The angles of the outer spotlight beam. 0 makes it omnidirectional.


The bug example.
- Pitch (pitch) <integer>
- Used instead of Pitch Yaw Roll's value for reasons unknown.
- Maximum distance (distance) <float>
- This is the distance that light is allowed to cast, in inches.
- Spotlight end radius (spotlight_radius) <float>
- This is the radius of the light, in inches, at the object that it is hitting.
- Appearance (style) <choices>
- Various Custom Appearance (see below) presets.
Lightstyle presets (epilepsy warning) Literal Value Description Sequence Preview 0 Normal m 10 Fluorescent flicker mmamammmmammamamaaamammma 2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba 11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba 5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj 1 Flicker A mmnmmommommnonmmonqnmmo 6 Flicker B nmonqnmomnmomomno 3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg 7 Candle B mmmaaaabcdefgmmmmaaaammmaamm 8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa 4 Fast strobe mamamamamama 9 Slow strobe aaaaaaaazzzzzzzz 12 Underwater light mutation mmnnmmnnnmmnn
Flags
- Do not light world (better perf) : [1]


- Do not light models : [2]


- Add Displacement Alpha : [4]


- Subtract Displacement Alpha : [8]


Inputs
- Color <color255 >
- Set the light's render color (R G B).


- brightness <integer >
- Set the light brightness.
- distance <float >
- Set the maximum light distance.
- _inner_cone <integer >
- Set the inner (bright) angle.
- _cone <integer >
- Set the outer (fading) angle.
- spotlight_radius <float >
- Set the radius of the spotlight at the end point.
- style <integer >
- Change the lightstyle (see Appearance field for possible values).
- TurnOn
- Turn the light off.
- TurnOff
- Turn the light on.
- Toggle
- Toggle the light on/off.
Console commands
- r_dynamic <boolean >
- Enables dynamic lights.
- r_dynamiclighting <boolean >
- Enables toggled lights.
- r_maxdlights <integer >
- Sets the maximum amount of dynamic lights.
- r_portal_use_dlights <integer > (only in
)
- Enables dynamic lights behind portals