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
(newLight_Spot
if Black Mesa) instead.
Bug:It doesn't spawn
light_dynamic
even if you disabled 'No Dynamic Light' spawnflag in . [todo tested in?]Code:By default, point_spotlight uses the material sprites/glow_test02.vmt. You can change this if you are shipping your own binaries by going into point_spotlight.cpp in the server project, navigating to line 351 and replacing the file path with your own material.
Note:This entity creates an
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.Todo: Define a way to set a custom materials through this ents keyvalues
Warning:This entity generates 3 edicts (for itself, the beam visual and beam target respectively:
point_spotlight, beam, spotlight_end
! In Team Fortress 2 and Garry's Mod, the point_spotlight
itself has been converted to a server-only edict (does not take up an edict), and in Team Fortress 2, 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.Warning:In Black Mesa if this entity does not use the
No Dynamic Light
spawnflag then it will create dynamic Deferred lighting instead of using lightmaps.Note:
env_beam
collides only with prop_static and world geometry, this means that beam of point_spotlight and dynamic light will ignore any dynamic objects (with the exception of func_physbox), NPCs, physics objects, e.t.c.Note:In Alien Swarm Deferred this entity is not supported and on loading a map all point_spotlight entities will be converted to Light deferred!
Contents
Keyvalues
- Ignore Solid
(IgnoreSolid)
<boolean> !FGD - If set, this spotlight won't trace for solids.(only in )
- Spotlight Length
(SpotlightLength)
<integer> - Length of the spotlight beam.
- Spotlight Width
(SpotlightWidth)
<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.
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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
(renderfx)
<choices> - Various somewhat legacy alpha effects. See render effects
- Render Amount / Transparency
(renderamt)
<integer 0–255> - 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.
- 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.
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<integer choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:
|
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<integer choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<integer choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
|
See also: cpu_level / gpu_level convars
Flags
Start On : [1]
No Dynamic Light : [2]
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.
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
rendermode
set 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.