Light spot

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Revision as of 21:27, 18 July 2009 by TheFixer333 (talk | contribs) (Corrected some 'targetname' misinformation changed light-naming warning fixed formatting involving 'targetname' & naming warning)

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Template:WrongtitleThis is a point entity available in all Source games.

Entity Description

Light spot.gif
A cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static 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.

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by. Warning: Naming a static light radically changes its behavior. See Naming Lights for details.
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:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

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.
This will control the direction the light points at.
  • Shadowcast:

Cast Shadow (in all games since <Left 4 Dead>)
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.
  • _inner_cone
<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 edge of the light cone.
  • _cone
<integer>
  • Light:

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) <float>
A simple intensity multiplier used when compiling HDR lighting.
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>
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) <float>
Linear (_linear_attn) <float>
Quadratic (_quadratic_attn) <float>
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) <string>
0 percent falloff distance (_zero_percent_distance) <string>
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) <boolean>
Causes lights to fall to exactly zero beyond the 0% distance. May cause unrealistic lighting if not used carefully.
Cast entity shadows (_castentityshadow) <boolean> (in all games since <Left 4 Dead>) (also in <Garry's Mod>)
Allows the light to modify the direction of nearby render-to-texture shadows so that they always point away from its origin. See also shadow_control.
Note:This keyvalue may not be available in some FGDs.
Shadow cast offset (_shadoworiginoffset) <vector> (in all games since <Left 4 Dead>)
A world-space offset that gets applied to the light origin when casting entity shadows. Useful for dealing with funny-looking shadows from very low lights: Just offset up the z axis. Default 0 0 0.
Note:This keyvalue may not be available in some FGDs.


Flags

  • 1 : Initially Off

Inputs

  • TurnOn
Turns the light on.
  • TurnOff
Turns the light off.
  • Toggle
Toggles the light on or off.
  • SetPattern
Sets the light's custom appearance to the input's parameters.
  • FadeToPattern
Fades from the light's old pattern to the new one.