light (Half-Life)
Last edited 6 years ago2018-07-19 12:01:20 UTC
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Point-based light. Can also be toggled on/off and pulse in a variety of pre-defined styles (as well as custom ones) in a limited fashion.
Attributes
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Name (targetname) - Property used to identify entities.
- Brightness (_light) - First three 3-digit numbers are the color (RGB). The fourth number is the brightness. e.g.
255 0 0 300
will produce a red light with a brightness of 300 units. - Apperance (style) - Light appearance. Values:
- 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, no black
- Custom Apperance (pattern) - Use a string of letters to provide a custom light style (see note).
- ZHLT Fade (_fade) - Multiplier for the overall strength of the light without affecting distance (which is controlled by Brightness (_light) )
- ZHLT Falloff (_falloff) - Light calculation falloff. Values:
- 0 = Default, Linear (Good for small lights)
- 1 = Inverse Linear
- 2 = Inverse Square (More akin to real-world light calculation)
Flags
- Initially dark (1) - If this is enabled, the entity will need to be triggered to work.
Notes
- The Custom Apperance (pattern) property allows you to enter a string of letters from a to z, representing brightness. If you entered 'abcdefghihgfedcba' then the light would go from bright to dim and back again and then repeat. To use this feature, you must name the light. However, if you then use a trigger to activate it, then it will behave as a normal light without a custom pattern.
- You can't have more than 4 named lights in the same visual area - because the compiler will have a difficult time allocating seperate lightmap data for each light that can be turned on and off.
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