env_lightglow

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env_lightglow used in a tunnel to create an illusion of overwhelming brightness at the end of the tunnel

env_lightglow is a point entity available in all Source games.

Entity description

It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc).

Tip:For symmetrical glows, you can also use an env_sprite entity using a glow sprite.

Keyvalues

Color (R G B) <color255>
Glow color.
Vertical Size <integer>
Vertical glow size in units.
Horizontal Size <integer>
Horizontal glow size in units.
Minimum Distance <integer>
The distance at which this effect will be fully translucent.
Maximum Distance <integer>
The distance at which this effect will be at full intensity.
Outer Maximum Distance <integer>
If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.
Glow Proxy Geometry Size <float>
Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
HDR color scale. <float>
float value to multiply sprite color by when running in HDR mode.

Parentname:

Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
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.
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.

Flags

  • 1 : Visible only from front

Inputs

Color  <color255>
Change the render color of the glow.
Format: <Red 0-255> <Green 0-255> <Blue 0-255>

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.

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.
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 game script file from disk.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of script source code. String quotation may be needed when fired via console.
Note:The code is executed in the script scope of the entity that fires the output, not the one of the targeted entity.
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)
Execute a game script function.

Outputs

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  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.