Light_dynamic

Light_dynamic

Table of contents
1 Entity Description
2 Keyvalues
3 Flags
4 Inputs
5 See Also

Entity Description

An invisible light source that changes over time. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting.

 Note: This entity actually consists of two lights, a cone model light and a spot world light. Some values may affect one and not the other.

Keyvalues

<target_source> The name that other entities refer to this entity by.
<angle> This entity's angular orientation in the world (also used for angular effect entities). This will control the direction the light points at, if no targetname is specified.
<target_destination> The name of an entity in the map that the dynamic light will point at.
<integer> The inner (bright) angle.
<integer> The outer (fading) angle.
<integer> This is the intensity of the spotlight.
<float> This is the radius of the spotlight, in inches, at the object that it is hitting.
<color255 & integer> The color and brightness of the light. RGB colors need to be between 0 and 255. Brightness can be higher.
<choices> A preset pattern of diverse flicker effects.
Literal Value Description
0 Normal
1 Flicker A
2 Slow, strong pulse
3 Candle A
4 Fast strobe
5 Gentle pulse
6 Flicker B
7 Candle B
8 Candle C
9 Slow strobe
10 Fluorescent flicker
11 Slow pulse, noblack
 Note: Applies only to light entities with targetname set.
<string> A string of characters defining a custom pattern, a being most dark and z being most bright.
 Note: Applies only to light entities with targetname set.
<float> Brightens or dims the intensity of the light near its entity. A high constant will dim the light.
<float> Brightens or dims the intensity of the light emitted. A high linear will dim the light.
<float> Decrease to make the light travel farther. Default is 1, ranges are 0 to 1.
<integer> Stops the light emitted from reaching beyond this distance. Useful in cutting down compiling time by not making lights extend infinitely.
<color255> BrightnessHDR
<float> 50 percent falloff distance
Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters.
<float> 0 percent falloff distance
Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use.

Flags


Inputs

Removes this entity from the world.
Removes this entity and all its children from the world.
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
<integer> Set the light brightness.
<float> Set the maximum light distance.
<integer> Set the inner (bright) angle.
<integer> Set the outer (fading) angle.
<float> Set the radius of the spotlight at the end point.
<integer> Change the lightstyle (see Appearance field for possible values).
Turn the light off.
Turn the light on.
Toggle the light on/off.

See Also


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