Revision as of 13:21, 23 June 2017 by Gtamike TSGK (Briefly explained on how to disable the env_lightglow effect without killing the entity.)
env_lightglow is a point entity available in all Source games.
It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc).
Tip: For symmetrical glows, you can also use an env_sprite entity using a glow sprite.
- Note: Here's an example on how to turn off this effect using a Trigger.
OnTrigger Input: Color parameter: 1 1 1 Delay: 0.01
- Color (R G B)
- Glow color.
- Vertical Size
- Vertical glow size in units.
- Horizontal Size
- Horizontal glow size in units.
- Minimum Distance
- The distance at which this effect will be fully translucent.
- Maximum Distance
- The distance at which this effect will be at full intensity.
- Outer Maximum Distance
- If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
- Glow Proxy Geometry Size
- Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
- HDR color scale.
- float value to multiply sprite color by when running in HDR mode.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note: Try to avoid expensive operations in this function, as it may cause performance problems.
- Pitch Yaw Roll (Y Z X)
- 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.
- 1 : Visible only from front
- Change the render color of the glow.
<Red 0-255> <Green 0-255> <Blue 0-255>
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.