light_omni

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light_omni is a point entity available in the following Source 2 engine games:

<SteamVR Home> SteamVR Home, <Half-Life: Alyx> Half-Life: Alyx. It creates an invisible point light source that can cast both real-time and baked light in all directions.


In SteamVR Home, the real-time component does not cast any shadows, and the number of simultaneously rendered real-time lights are limited to 16.


Keyvalues

To do: Add any new keyvalues from HL:A.


Source 2 Light:

Enabled (enabled) <boolean>
Sets the initial on/off state of the light.
Color (color) <color255>
The RGB color of the light.
Brightness (brightness) <float>
The brightness of the light. The value can be increased over 1.0
Range (range) <float>
Distance range for light. 0 : infinite.
Cast Shadows (castshadows) <choices>
Whether this light casts shadow.
  • 0: No
  • 1: Yes
  • 2: Baked Only
Shadow Near Clip Plane (nearclipplane) <float>
Distance in game units for near clip plane for shadow map.
Appearance (style) <choices>
Various Custom Appearance presets.
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
Custom Appearance (pattern) <string>
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. 'aaggnnttzz' would be a steppy fade in from dark to light.
Start Fade Dist (fademindist) <float>
Distance at which the light starts to fade (<0 : use fademaxdist).
End Fade Dist (fademaxdist) <float>
Maximum distance at which the light is visible (0 : don't fade out).
Render to Cubemaps (rendertocubemaps) <boolean>
If true, this geometry renders into baked cube maps
Priority (priority) <integer>
When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.
Indirect Light Multiplier (bouncescale) <float>
Multiplies the brightness of light bouncing of surfaces.
Render Diffuse (renderdiffuse) <boolean>
Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).
Render Specular (renderspecular) <choices>
Controls rendering of direct specular highlights.
  • 0: Off
  • 1: On - Render in real-time.
  • 2: Bake into cubemaps (Source 1 behavior)
Enabled (directlight) <choices>
How direct lighting should be represented.
  • 0: None
  • 1: Baked
  • 2: Per-Pixel
  • 3: Mixed To do: possibly deprecated
Enabled (indirectlight) <choices>
How indirect lighting should be represented.
  • 0: None
  • 1: Baked


Source 2 Light Attenuation:

Linear Attenuation (attenuation1) <float>
Quadratic Attenuation (attenuation2) <float>
Light Source Radius (enabled) <float>
The radius of the light source in game units.


Source 2 Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist>
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.


Source 2 Hierarchy:

Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.
Parent Model Bone/Attachment Name (parentAttachmentName) <string>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
Model Attachment position offset (local.origin) <coordinates>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment angular offset (local.angles) <angles>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment scale (local.scales) <vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Use Model Attachment Offset (useLocalOffset) <boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.


Source 2 Transform:

origin <coordinates>
The world space origin of the entity.
angles <angles>
The pitch, yaw, roll orientation of the entity.
scales <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked <boolean>
Lock the transform at its current value, preveting the transform of the node from being modified.
Force Hidden <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only <boolean>
Entity is only displayed in Hammer and will not appear in game.


Inputs

Source 2 Light:

SetLightEnabled <integer>
Sets whether the light is enabled (takes parameter of 0 or 1)
TurnOn
Turn the light on.
TurnOff
The the light off.
Toggle
Toggle the light's current state.
SetLightColor <vector>
Set light color.
SetLightBrightness <float>
Set light brightness.
SetAppearance <integer>
Set appearance 0: Normal 1: Flicker A, 2: Slow, strong pulse 3: Candle A ...
SetCustomAppearance <string>
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. 'aaggnnttzz' would be a steppy fade in from dark to light.


Source 2 Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
RunScriptFile <string>
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string>
Execute a string of VScript source code in the scope of the entity receiving the input.
CallScriptFunction <string>
Call a script function.
CallPrivateScriptFunction <string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <string>
Calls a script function in the global script scope.


Source 2 Hierarchy:

SetParent <string>
Changes the entity's parent in the movement hierarchy.
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset <string>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.


Outputs

Source 2 Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled
This Output fires when the entity is killed and removed from the game.


See Also