Difference between revisions of "Light dynamic"

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== Console commands ==
;<code>r_dynamic <[[bool]]></code>
:Disables certain dynamic effects. {{todo|Research what this exactly does.}}
;<code>r_dynamiclighting <[[bool]]></code>
:Enables or disables dynamic lighting.
;<code>r_maxdlights <[[int]]></code>
:Sets the maximum amount of dynamic lights.
== See also ==
== See also ==

Revision as of 13:35, 12 December 2020

light_dynamic is a point entity available in all Source games. It is an invisible light source that changes over time. 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 at real-time (But it doesn't replace their original lighting).

Note.png Note: This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.
Note.png Note: For the light to work properly the "distance" keyvalue must be greater than the distance from the entity to the surface it is supposed to light, otherwise it will not show. Also, it is recommended to set the "brightness" keyvalue to either 6 or 8 as it typically looks best. Normal brightness values do not apply. Finally, adjusting the angle using the circle tool in the top-right or by using the "point at" tool will only adjust the cone model, the angle keyvalue must be set manually to adjust the spot world light.
Note.png Note: For the 2013 SDK this is limited to 17 lights on at any one time so use wisely.
A example Light_dynamic with different colors


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.
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.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
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 (thinkfunction) <string> (in all games since Left 4 Dead 2)
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.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.


Pitch Yaw Roll (Y Z X) (angles) <angle>
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 m Sequence 0.gif
10 Fluorescent flicker mmamammmmammamamaaamammma Sequence 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Sequence 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Sequence 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Sequence 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Sequence 1.gif
6 Flicker B nmonqnmomnmomomno Sequence 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Sequence 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Sequence 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Sequence 8.gif
4 Fast strobe mamamamamama Sequence 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Sequence 9.gif
12 !FGD Underwater light mutation mmnnmmnnnmmnn Sequence 12.gif


  • 1 : Do not light world (better perf)
  • 2 : Do not light models
  • 4 : Add Displacement Alpha
  • 8 : Subtract Displacement Alpha


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).
Turn the light off.
Turn the light on.
Toggle the light on/off.


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
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.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
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.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png 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.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.


SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
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.
SetParentAttachmentMaintainOffset <string>
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.

Console commands

r_dynamic <bool>
Disables certain dynamic effects. To do: Research what this exactly does.
r_dynamiclighting <bool>
Enables or disables dynamic lighting.
r_maxdlights <int>
Sets the maximum amount of dynamic lights.

See also