light_deferred
light_deferred
is a point entity available in the following Source games or engine branches:
Alien Swarm Deferred and Lambda Wars.
It is also available in other games that use it's source code. 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.
Confirm:Does this entity also exists in Portal 2: Desolation?
Keyvalues
Light
- Color Radius
(radius)
<float> - Set's how much of the world should it light.
- Color Falloff powert
(power)
<float> - Todo:
- 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> - Todo:
- Shadow distance
(shadow_dist)
<integer> - Sets how far should it cast shadows.
- Shadow fade range
(shadow_range)
<integer> - Todo:
- Cookie texture
(cookietex)
<string> - Path to vtf that should be projected.
- Lightstyle seed
(style_seed)
<integer> - Todo:
- Lightstyle amount
(style_amt)
<float> - Todo:
- Lightstyle speed
(style_speed)
<float> - Todo:
- Lightstyle smoothing
(style_smooth)
<float> - Todo:
- Lightstyle random
(style_random)
<float> - Todo:
- 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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.