- Valve's games only support one shadow map at a time. Mods can remove this limit.
- Shadows are only rendered when the user is running with "High" shadow detail.
- In multiplayer, mp_flashlight and mat_supportflashlight must be set to 1 for flashlights to work. By default these ConVars are disabled in Team Fortress 2, so this entity won't work there without special configuration.
- Viewmodels won't receive light or shadows from projected textures. See the code fix available.
Source 2007/2009 bugs
These have all been fixed in more recent engine builds.
Bug: The configurable texture value from Hammer is not accepted - will always default to the flashlight. You must use the
SpotlightTextureinput or use the code fix available on the Bug Fixes page.
Bug: The entity cannot target another entity. See env_projectedtexture/fixes#Fixing targeting.
Bug: Models will not receive their own shadows correctly unless using $bumpmap. Even a flat bump map is sufficient.
Bug: Causes issues if it overlaps a portal in Portal 1.
- The entity will rotate to point at its target, no matter where it is in the world. Make sure you check the "Always update" flag if you set this.
- The field of view angle at which the texture is projected. The projection is square, but the texture can make it appear of any shape.
Remember the default Player FOV is 75°.
- Near Z for projected texture. Default value is 4.0.
Objects closer than this will not receive the projection.
- Far Z for projected texture. Default value is 750.0.
Objects beyond this distance will not receive the projection. Think of it as the range limit.
- Enable Shadows
- Enables/disables shadows from this projected texture.
- Shadow Quality
- Quality of shadows. (To do: what's the difference?)
- 0 : Low
- 1 : High
- Light Only Target
- Limit flashlight effect to only effect target entity. The world will still be lit.
- Light World
- Control whether flashlight effects static world geometry.
- Light Color
- Light Color RGB-Intensity
- Camera Space
- Display relative to player's view. Breaks things horribly unless the entity moves with the player.
- Brightness Scale
- Scale the light color by this brightness.
- Color Transition Time
- Amount of time it takes for a color change to occur.
- Various Custom Appearance (see below) presets.
- Custom Appearance
- Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where a is total darkness, z fully bright. i.e.
aaggnnttzzwould be a steppy fade in from dark to light.
- 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.
- Bug: Does not work with stock SDK code. See Env_projectedtexture/fixes#Fixing Parenting.
- 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.
Light Appearances Literal Value Description Sequence Preview 0 Normal
10 Fluorescent flicker
2 Slow, strong pulse
11 Slow pulse, noblack
5 Gentle pulse
1 Flicker A
6 Flicker B
3 Candle A
7 Candle B
8 Candle C
4 Fast strobe
9 Slow strobe
12 !FGD Underwater light mutation
- 1 : Enabled
- 2 : Always Update (moving light)
Note: In Source 2007/2009, only
SetFOVare known to Hammer.
- Turn on the texture.
- Turn off the texture.
- Set FOV. See lightfov keyvalue above.
- Set the spotlight texture. Must be a VTF file (not VMT), relative to
- Specify a new target entity to point at.
- See above keyvalues.
- See above keyvalues. Bug: Non-functional.
- See above keyvalues. Bug: Cannot be re-enabled.
- Allows for an ambiance light, much like the shadow color for it.
- Turn on per frame updating (for moving lights)
- Turn off per frame updating (for moving lights)
- Set the if shadows are enabled
- Change the light color/brightness
- Change the lightstyle. (see Appearance keyvalue above for possible values)
- Set a custom pattern of light brightness for this light. (see Custom Appearance keyvalue above)
- Sets the near Z distance.
- Sets the far Z distance.
- 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.
- 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.
- 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.
- 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.