light_spot
(Redirected from Light spot (GoldSource Engine))
Class hierarchy |
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CLight |
lights.cpp
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light_spot
is a point entity available in all GoldSrc games.
A cone-shaped, invisible light source. Can be turned on and off through targets, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.
AltNames:light and light_spot are both tied to the same C++ class in game, and only differ in QRAD/HLRAD.
Note:Use an info_null entity to have your light_spot point to a certain spot.
Key values
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Light:
- 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.
Lightstyle presets
(epilepsy warning)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 !FGD Underwater light mutation mmnnmmnnnmmnn
- 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%. Requires light to have a targetname.
- Inner (bright) angle
<integer>
- The angles of the inner spotlight beam.
- Outer (fading) angle
<integer>
- The angles of the outer spotlight beam.
- Is Sky
<integer>
- Whether or not this light should be used as sunlight cast from sky brushes.
- Unlike light_environment, this does not have any special effect on MDL lighting, and does not have a per-PVS limit.
- 0 : No
- 1 : Yes
- Target
<target_destination>
- The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
- Pitch Yaw Roll (Y Z X)
(angles)
<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.
- Pitch
<angle>
- Overrides the pitch value in Angles, even if left at 0, so it needs to be specified. Contrary to Angles, the rotation of this pitch is measured counter-clockwise from the horizontal, so that 90 is straight up, while -90 is straight down. (It's simply the negative of a normal pitch value.)
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.
Spawnflags
- 1 : Initially dark