Shared-Entity: Dynamic Light.
QUAKED light_dynamic (0 1 0) (-8 -8 -8) (8 8 8)
OVERVIEW
Dynamic light entity. Can be parented to things, it even has some inputs that may be interesting.
KEYS
- "targetname" : Name
- "target" : Name of an entity in the map that light will point at.
- "_light" : Color of the spotlight in RGB255 format.
- "brightness" : Intensity of the spotlight.
- "_inner_cone" : Angles of the inner spotlight beam. 0 = omnidirectional.
- "_cone" : Angles of the outer spotlight beam. 0 = omnidirectional.
- "distance" : Distance that light is allowed to cast, in inches.
- "spotlight_radius" : Radius of the resulting spotlight that's cast at a wall.
- "style" : Select one of the hard-coded lightstyles.
- "start_active" : Override for if the entity should start on or off.
- "pattern" : Override the lightstyle pattern with a string.
INPUTS
- "TurnOn" : Turns the light on.
- "TurnOff" : Turns the light off.
- "Toggle" : Toggles the light from an on/off state.
- "Color" : Sets the light color in RGB255 format.
- "brightness" : Sets the light brightness.
- "distance" : Sets the distance of which the light will travel/radius.
- "_inner_cone" : Sets the length of the inner light cone.
- "_cone" : Sets the length of the light cone.
- "spotlight_radius" : Sets the radius of the projected spotlight.
- "style" : Sets the light appearance in integer form.
- "SetPattern" : Sets the light pattern in string form! a = dark, z = bright
NOTES
The 'start_active' is a Nuclide specific one. There is no way in Source engine games to tell the entity to start inactive as far as I can tell.
TRIVIA
This entity was introduced in Half-Life 2 (2004).
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void | light_dynamic (void) |
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virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. More...
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virtual void | OnRemoveEntity (void) |
| Handles what happens before the entity gets removed from the client game. More...
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virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More...
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virtual float | predraw (void) |
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virtual void | RendererRestarted (void) |
| Client: Called when video resources need to be allocated or reloaded for the entity. More...
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virtual void | LightChanged (float) |
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virtual void | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. More...
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virtual void | Respawn (void) |
| Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
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virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More...
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virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. More...
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virtual void | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message. More...
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