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.To do: Define a way to set a custom materials through this ents keyvalues
Contents
Keyvalues
- 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.
- 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.
RenderFXChoices:
- Render FX
(renderfx)<choices> - Preset pattern of appearance effects.
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> - The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from
Left 4 Dead onwards.
Warning: If these are used, the object may break when the user switches their DirectX settings.- Maximum DX Level
(maxdxlevel)<choices>
SystemLevelChoice:
- Minimum Effect Details Level
(mincpulevel)<choices>(in all games since
) - 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.
cpu_levelcommand; the command Effect Details uses.- Minimum Shader Details Level
(mingpulevel)<choices>(in all games since
) - 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.
gpu_levelcommand; 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.
Targetname:
Kill- Removes this entity from the world.
KillHierarchy- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput<string>- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1toFireUser4- Fire the
OnUseroutputs; see User Inputs and Outputs.
Use!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile<script>(in all games since
)- 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
)- 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
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction<string>(in all games since
) !FGD- Execute a VScript function in the scope of the receiving 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>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0.
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.