light
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AltNames:In light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.
Note: In HLRAD only
In the older QRAD, however, any entity other than light_spot and light_environment that starts with the prefix
Quake, which had multiple in-game entities with this prefix that displayed models or sprites.
Confirm:Did this change happen in ZHLT, or later down the line in VHLT?
light is a semi-internal point entity available in all
GoldSrc games. It's an invisible static point light source, which can optionally be toggled or flicker.
light will act as a point light.In the older QRAD, however, any entity other than light_spot and light_environment that starts with the prefix
light will act as a point light. This is legacy behavior from Key Values
- Target (target) <targetname>
- The targetname of an entity this entity will trigger when activated.
Note: If a light targets a entity, it becomes a spotlight, like light_spot.
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Important: Naming a static light radically changes its behavior. See Naming Lights for details.
Light:
- Color + Brightness (_light) <color255 + int>
- The RGB color and brightness of the light. Colors must be between 0 and 255; brightness can be anything.
Note: Negative brightness will suck out the amount of lighting that the equivalent positive brightness would cast.
- Appearance (lightstyle) (style) <choices>
- Various lightstyle presets. Cannot be used on named lights.
| Literal Value | Description | Sequence | Preview |
|---|---|---|---|
| 0 | Normal | m | |
| 10 | Fluorescent flicker | mmamammmmammamamaaamammma | |
| 2 | Slow, strong pulse | abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba | |
| 11 | Slow pulse, noblack | abcdefghijklmnopqrrqponmlkjihgfedcba | |
| 5 | Gentle pulse | jklmnopqrstuvwxyzyxwvutsrqponmlkj | |
| 1 | Flicker A | mmnmmommommnonmmonqnmmo | |
| 6 | Flicker B | nmonqnmomnmomomno | |
| 3 | Candle A | mmmmmaaaaammmmmaaaaaabcdefgabcdefg | |
| 7 | Candle B | mmmaaaabcdefgmmmmaaaammmaamm | |
| 8 | Candle C | mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa | |
| 4 | Fast strobe | mamamamamama | |
| 9 | Slow strobe | aaaaaaaazzzzzzzz | |
| 12 | Underwater light mutation | mmnnmmnnnmmnn | |
| 63 | Testing (Off) !FGD | a |
- Custom Appearance (pattern) <string>
- A string of english letters, like a sequence of piano keys, that define a pattern of brightness. a is 0%, m is 100%, and z is 200%. Updates at 10 Hz. Requires light to have a targetname.
ZHLT light source:
- 0 : Default
- 1 : Inverse Linear
- 2 : Inverse Square
- Texlight (VHLT+) (_tex) <texture>
- HLCSG will rename this entity to light_surface, using the specified texture as the emissive texture. See light_surface page for additional relevant KVs.
Flags
- Initially dark : [1]