light_deferred

From Valve Developer Community
Jump to: navigation, search
English (en)
Light.png

light_deferred is a point entity available in Alien Swarm Deferred Alien Swarm Deferred and Lambda Wars Lambda Wars.

It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a light and a light_spot. For most optimal light placing use the game's built-in Light editor.

In code, it is represented by theCDeferredLightclass, defined in theCDefLight.cppfile.
Confirm:Does this entity also exists in Portal 2: Desolation Portal 2: Desolation?

Keyvalues

Light

Color diffuse (diffuse) <color255 + int>
Sets the light's color and brightness.
Color ambient (ambient) <color255 + int>
Sets the light's ambient color and brightness.
Color Radius (radius) <float>
Set's how much of the world should it light.
Color Falloff powert (power) <float>
Blank image.pngTodo:

Spotlight cone innert (spot_cone_inner) <float>
The angles of the inner spotlight beam.
Spotlight cone outer (spot_cone_outer) <float>
The angles of the outer spotlight beam.
Visible distance (vis_dist) <integer>
Sets how far should it light the world.
Visible fade range (vis_range) <integer>
Blank image.pngTodo:

Shadow distance (shadow_dist) <integer>
Sets how far should it cast shadows.
Shadow fade range (shadow_range) <integer>
Blank image.pngTodo:

Cookie texture (cookietex) <string>
Path to vtf that should be projected.
Lightstyle seed (style_seed) <integer>
Blank image.pngTodo:

Lightstyle amount (style_amt) <float>
Blank image.pngTodo:

Lightstyle speed (style_speed) <float>
Blank image.pngTodo:

Lightstyle smoothing (style_smooth) <float>
Blank image.pngTodo:

Lightstyle random (style_random) <float>
Blank image.pngTodo:

Light type (style) <choices>
Set's different light types.
  •  [0] : Point
       Make the light sine in all directions.
  •  [1] : Spot
       Make it a spotlight.

Base

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Pitch Yaw Roll (X Y Z) <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] : Enabled
       Turns the light on.
  •  [2] : Enable shadow
       Enables dynamic shadows
  •  [4] : Enable cookie
       Enables cookie texture casting.
  •  [8] : Enable volumetrics
       Enables realtime volumetric lighting.
  •  [16] : Enable lightstyle
       Enables deferred lightstyles

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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 thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

Outputs

Base:

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.

See also