point_spotlight
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CPointSpotlight |
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point_spotlight
is a point entity available in all Source games. Creates two glow sprite effects: a beam effect for viewers outside the light cone and a halo effect for viewers inside the cone. Also creates dynamic light at the end of the beam if desired flags are set which is achieved using spotlight_end.
The spotlight_end 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 instead.



renderamt
is not functional at all, use HDRColorScale
instead.
point_spotlight
actually represents three different entities, including the point_spotlight
itself. All of these contribute to the entity limit.


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.





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
- Ignore Solid (IgnoreSolid) <boolean> (only in
) (also in
)
- If set, this spotlight won't trace for solids, emitting at its full length and ignoring potential obstructions.
- Spotlight Length (SpotlightLength) <integer>
- Length of the spotlight beam.
- Spotlight Width (SpotlightWidth) <integer>
- Width of the spotlight beam.
- Color (R G B) (rendercolor) <color255>
- Spotlight color.
- HDR color scale. (HDRColorScale) <float>
- Float value to multiply sprite color by when running in HDR mode.
- Halo size scale. (HaloScale) <float> (in all games since
) (also in
)
- Float value to determine the size of the halo.
- Halo material (HaloMaterial) <string> (only in
)
- Material to use for the halo.
- Spotlight beam material (SpotlightMaterial) <string> (only in
)
- Material to use for the spotlight's beam.
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!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) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices - 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
See also: cpu_level / gpu_level convars- 0: Default ("Low" for
Flags
- Start On : [1]
- No Dynamic Light : [2]



function L4D2PointSpotlightFix() {
for(local ent; ent = Entities.FindByClassname(ent, "spotlight_end");) {
if(NetProps.GetPropEntity(ent, "m_hOwnerEntity") == self) {
local clrrender = NetProps.GetPropInt(self, "m_clrRender");
NetProps.SetPropInt(ent, "m_clrRender", clrrender);
return;
}
}
}
function OnPostSpawn() {
if((NetProps.GetPropInt(self, "m_spawnflags") & 3) == 0) {
L4D2PointSpotlightFix();
}
self.ConnectOutput("OnLightOn", "L4D2PointSpotlightFix")
}
Inputs
- LightOn
- Turn the spotlight on.
- LightOff
- Turn the spotlight off.
- SetColor <color255 > (in all games since
) (also in
)
- Change the color of the spotlight. Light must be turned off then back on for dynamic light to update.
Note: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 (in all games since
) (also in
)
- Force an update of the spotlight position and orientation.
Outputs
- OnLightOn
- Fires when light turns on.
- OnLightOff
- Fires when light turns off.