This is a point entity available in all Source games. It creates an invisible, static light source that shines in all directions.
Giving a light entity a targetname makes VRAD compile a second lightmap "page" for the surfaces that its emitted light touches. This won't harm runtime performance, but will increase compile time and BSP filesize regardless of whether the light ever receives input to change its state.
However, you the system can be overloaded if it tries to handle a large number of overlapping named lights (since the number of pages needed increases exponentially). You can avoid this by giving lights that will switch on and off at the same time the same name, which prompts VRAD into merging their pages together.
To reduce the number of lightmap pages that need to be created, light from named lights entities won't bounce from surfaces, which can look very crude.
All in all: don't name lights without reason!
- Adding Light
- Intermediate Lighting
- Advanced Lighting
- Tool textures (for Block 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.
- Cast Shadow
- Allows the entity to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
- Brightness (_light)
<color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
- BrightnessHDR (_lightHDR)
<color255 + int>
- Brightness override used in HDR mode. Default is
-1 -1 -1 1, which means no change.
- Warning: The fourth digit must be positive. Otherwise all light will be sucked out of your map!
- BrightnessScaleHDR (_lightHDRscale)
- A simple intensity multiplier used when compiling HDR lighting.
- Appearance (style)
- Various Custom Appearance presets.
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
- Custom Appearance (pattern)
- A string of characters, like a sequence of piano keys, that define a pattern of brightness. a is dark and z is full intensity. Applies only to lights with a targetname.
- Constant (_constant_attn)
- Linear (_linear_attn)
- Quadratic (_quadratic_attn)
- These three values determine how the intensity of the emitted light falls off over distance. See Constant-Linear-Quadratic Falloff.
- 50 percent falloff distance (_fifty_percent_distance)
- 0 percent falloff distance (_zero_percent_distance)
- Distances at which brightness should have fallen to 50% and (1/256)% respectively. Overrides Linear/Constant/Quadratic parameters if non-zero.
- Bug: Using this setting will sometimes not work, which may or may not be related to using the light inside of an instance. Collapsing the instance and messing with the light's falloff values seems to help.
- Hard falloff (_hardfalloff)
- Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
0 0 0.
- 1: Initially Off
- Turns the light on.
- Turns the light off.
- Toggles the light on or off.
- Sets the light's custom appearance to the input's parameters.
- Fades from the light's old pattern to the new one.
- 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.