Difference between revisions of "Light dynamic"
From Valve Developer Community
m (Request clarifying for "brightness keyvalues should be either 6 or 8") |
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== Flags == | == Flags == | ||
− | * 1 : Do not light world (better perf) | + | * 1 : Do not light [[worldspawn|world]] (better perf) |
* 2 : Do not light models | * 2 : Do not light models | ||
− | * 4 : Add Displacement Alpha | + | * 4 : Add [[Displacement#Blended_displacement_materials_.28alpha_channel_painting.29|Displacement Alpha]] |
* 8 : Subtract Displacement Alpha | * 8 : Subtract Displacement Alpha | ||
Latest revision as of 23:52, 5 July 2019




Contents
Keyvalues
- 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.
Targetname:
- Name
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
<scriptlist>
(New with 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
<string>
(New with 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:Try to avoid expensive operations in this function, as it may cause performance problems.
Parentname:
- 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.
Angles:
- Pitch Yaw Roll (Y Z X)
<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.
Appearances
Literal Value | Description | Sequence | Preview |
---|---|---|---|
0 | Normal | m |
![]() |
10 | Fluorescent flicker | mmamammmmammamamaaamammma |
![]() |
2 | Slow, strong pulse | abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba |
![]() |
11 | Slow pulse, noblack | abcdefghijklmnopqrrqponmlkjihgfedcba |
![]() |
5 | Gentle pulse | jklmnopqrstuvwxyzyxwvutsrqponmlkj |
![]() |
1 | Flicker A | mmnmmommommnonmmonqnmmo |
![]() |
6 | Flicker B | nmonqnmomnmomomno |
![]() |
3 | Candle A | mmmmmaaaaammmmmaaaaaabcdefgabcdefg |
![]() |
7 | Candle B | mmmaaaabcdefgmmmmaaaammmaamm |
![]() |
8 | Candle C | mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa |
![]() |
4 | Fast strobe | mamamamamama |
![]() |
9 | Slow strobe | aaaaaaaazzzzzzzz |
![]() |
12 !FGD | Underwater light mutation | mmnnmmnnnmmnn |
![]() |
Flags
- 1 : Do not light world (better perf)
- 2 : Do not light models
- 4 : Add Displacement Alpha
- 8 : Subtract Displacement Alpha
Inputs
-
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).
-
TurnOn
- Turn the light off.
-
TurnOff
- Turn the light on.
-
Toggle
- Toggle the light on/off.
Targetname:
-
Kill
- Removes this entity and any entities parented to it from the world.
-
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
. -
AddOutput
<string>
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
-
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. -
Use
!FGD - Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs. -
RunScriptFile
<script>
(New with 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>
(New with 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: 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.
-
CallScriptFunction
<string>
(New with Left 4 Dead 2) !FGD - Execute a VScript function in the scope of the receiving entity.
-
SetLocalOrigin
<coordinates>
(New with 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>
(New with Alien Swarm) !FGD - Set this entity's angles.
Parentname:
-
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.
-
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.