Creating a dynamic light:fr

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Entités points disponible pour tous les jeux Source.

Source permet de créer des lumières dynamiques, dans ce cas les lightmaps ne sont plus utilisés, les ombrages des props (objets) et des brush (blocs) créent des ombres dynamiques. Les lumières dynamiques demandent beaucoup de ressources matérielles.


Description de l'entité light_dynamic

Source lumineuse émettant de la lumière en temps réel, et capable de bouger. Peut être allumé ou éteint avec des triggers.

Source dispose de 2 entités de lumière dynamique :

Note:Cette entité est actuellement constituée de deux lumières; certaines valeurs peuvent donc en affecter qu'une seule des deux.
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, the "brightness" keyvalue should be either 6 or 8, 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.

Keyvalues

  • 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.

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.
This will control the direction the light points at, if no target is specified.
  • 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.
  • target <target_destination>
The name of an entity in the map that the dynamic light will point at.
  • inner_cone <integer>
The inner (bright) angle.
  • cone <integer>
The outer (fading) angle.
  • brightness <integer>
This is the intensity of the spotlight.
  • spotlight_radius <float>
This is the radius of the spotlight, in inches, at the object that it is hitting.

Flags

  • 1 : No World Light
  • 2 : No Model Light
  • 4 : Add Displacement Alpha
  • 8 : Subtract Displacement Alpha

Inputs

  • 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 than Kill.
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.
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 <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: 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.
  • 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.