A cone-shaped, invisible light source. 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 go much slower but are much more flexible. This is a dynamic spotlight that can be pointed at another entity.
NOTE: When using this entity, it is often necessary to turn the brightness value up significantly for the effects of the light to be visible. Values of 3000-4000 are sometimes necessary for light sources like streetlights.
- Template:Kv targetname The targetname value for a spotlight will point the light at the entity named. If no targetname is available, the entity will point with it's angles paramater.
- Template:Kv angles This will control the direction the light points at, if no targetname is specified.
- <integer> This is the inner focus of the light, or the edge of the brightest part of the light. It will fade from here out to the
- 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.
<boolean>(New with Left 4 Dead) (Also in Garry's Mod)
<vector>(New with Left 4 Dead)
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.