point_spotlight
... 
point_spotlight is a point entity available in all
Source games. It is a light_dynamic with two glow sprite effects: a beam effect for viewers outside the light cone and a halo effect for viewers inside the cone.
The light_dynamic functionality can be disabled with the 'No Dynamic Light' spawnflag. In that state, the spotlight will not actually illuminate other objects on its own and can be used with an accompanying light_spot or env_projectedtexture instead.
env_beam and a spotlight_end to accomplish its sprite effects. This means a single point_spotlight actually represents three different entities, including the point_spotlight itself. All of these contribute to the entity limit.point_spotlight, beam, spotlight_end! In point_spotlight itself has been converted to a server-only edict (does not take up an edict), and when no targetname and parentname is assigned, the point_spotlight and spotlight_end entity is also killed, thus consuming 1 edict in total for a static spotlight.Contents
Keyvalues
- Ignore Solid (IgnoreSolid) <boolean>
- If set, this spotlight won't trace for solids.
- Spotlight Length (spotlight_length) <integer>
- Length of the spotlight beam.
- Spotlight Width (spotlight_width) <integer>
- Width of the spotlight beam.
- Color (R G B) (rendercolor) <color255>
- Spotlight color.
- HDR color scale. (HDRColorScale) <float>
- Float value to multiply sprite color by when running in HDR mode.
- Halo size scale. (HaloScale) <float> (in all games since
) - Float value to determine the size of the halo.
Targetname:
- Name
(targetname)<string> - The targetname that other entities refer to this entity by.
Parentname:
- Parent
(parentname)<targetname> - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
RenderFields:
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
- Render FX / Transparency (0 - 255)
(renderamt)<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)<color255> - Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)<boolean> - Prevent the entity from receiving shadows on itself.
- Render FX
(renderfx)<choices> - Various somewhat legacy alpha effects.
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s) - 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s) - 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s) - 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since
) Fades in over 1 s) - 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
) - 15: Distort (causes unnatural flickering and position shifting)/(in all games since
) Fade Out (instant; not very useful outside of code) - 16: Hologram (Distort + "distance fade")/(in all games since
) Fade In (instant; not very useful outside of code) - 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since
)
Confirm:which branches/games is it available in, and where does it do what? - 18: Glow Shell (purpose unclear) (in all games since
) (not in
)
Confirm:what does this do? and which games is it in? - 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
) - 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in
)
Confirm:which games? may be nonfunctional. - 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in
)
Confirm:which games? may be nonfunctional. - 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in
) - 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in
)
Confirm:which games? may be nonfunctional? - 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in
) - 25:
kRenderFXMax/Fade Near (removed since
) (not in
)
Todo: what does this do? may be nonfunctional
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.
DXLevelChoice:
- Minimum DX Level
(mindxlevel)<choices> (removed since
) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
SystemLevelChoice:
- Maximum Effect Details Level
(maxcpulevel)<choices> (in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
cpu_level command, the command Effect Details uses.- Maximum Shader Details Level
(maxgpulevel)<choices> (in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for
gpu_level command, the command Shader Details uses.Flags
- [
1] : Start On
- [
2] : No Dynamic Light
Inputs
LightOn- Turn the spotlight on.
LightOff- Turn the spotlight off.
SetColor<color255> (in all games since
) (also in
)- Change the color of the spotlight. Light must be turned off then back on for dynamic light to update.
Note:Functionally identical to the Color input. A delay of at least 0.01 is required before the spotlight is turned back on, or else it will remain off.
ForceUpdate(in all games since
) (also in
)- Force an update of the spotlight position and orientation.
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.
FireUser1toFireUser4- Fires the respective
OnUseroutputs; 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.
DispatchResponse<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect<string> (removed since
) !FGD- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile<script> (in all games since
) (also in
)- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode<string> (in all games since
) (also in
)- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction<string> (in all games since
) (also in
) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope(only in
) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin<coordinates> (in all games since
) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
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.
RenderFields:
Alpha<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermodeset to a number other than0.
Color<color255>- Sets an RGB color for the entity.
Outputs
OnLightOn- Fires when light turns on.
OnLightOff- Fires when light turns off.
Targetname:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs.