EntitiesLight
lensflare
 
Description
 
Point class. Lens flare effect.
 
Keys
 
light:
if set, this makes the lens flare emit a dynamic light (default is not set).
color:
RGB color of lens flare: 3 values between 0 and 1.0 (default is 1.0 1.0 1.0).
radius:
radius of the dynamic light (default is not set).
scale:
factor to scale the lensflare (default is 1.0).
sprite:
sprite model to use for the flare (default is "sprites/glow.spr").
lightstyle:
light style of the lens flare (default is none). The available lightstyles as defined in global/global0.scr are:
    0 :normal
    1 :flicker (first variety)
    2 :slow strong pulse
    3 :candle (first variety)
    4 :fast strobe
    5 :gentle pulse 1
    6 :flicker (second variety)
    7 :candle (second variety)
    8 :candle (third variety)
    9 :slow strobe (fourth variety)
    10 :fluorescent flicker
    11 :slow pulse not fade to black

Spawnflags
 
None


Notes

These are particularly interesting when placed in the middle of light fixture model entities like the items_bulb* and items_hanglite* type. These will also look nice when placed right in front of your custom made light fixtures. The 'color' key should be used to give them the same color as the light color your fixture is giving off to improve looks and realism.

The "light" and "radius" keys must both be set for the lensflare to emit a dynamic light. Setting the "lightstyle" key will automatically reset the lensflare color to white.


light
 
Description
 
Point class. Basic light entity
 
Keys
 
light:
intensity value of light (default 300).
_color:
RGB value of light color (ex: 1 0 0).
style:
initial light style setting (default 0). The available lightstyles as defined in global/global0.scr are:
    0 :normal
    1 :flicker (first variety)
    2 :slow strong pulse
    3 :candle (first variety)
    4 :fast strobe
    5 :gentle pulse 1
    6 :flicker (second variety)
    7 :candle (second variety)
    8 :candle (third variety)
    9 :slow strobe (fourth variety)
    10 :fluorescent flicker
    11 :slow pulse not fade to black
_cone:
width of spotlight cone when targeting light to an info_null (default 10).
on_style:
light style to set to when "on" (default is "m"). Useful when light is targeted.
off_style:
light style to set to when "off" (default is "a"). Useful when light is targeted.
target:
point this to an info_null entity to make a spotlight effect. The distance between the light and the info_null affect the size and intensity of the light cone. This can also target a triggerable entity which will be used both as an aiming point for the light and will be activated when the light is itself triggered.
targetname:
if light is targeted, it will toggle on/off when triggered or controlled by a script.
key: name of item required to activate this (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon

Spawnflags
 
1
START_OFF
if set, the light will start off if targeted.

Notes


light_ramp
 
Description
 
Point class. Light that ramps its intensity from one level to another when triggered. By default, it will ramp from "startlevel" to "endlevel" only once and remain at that level even if triggered again (unless TOGGLE is set).
 
Keys
 
light:
maximum light intensity value on which level 2.0 is based (default 300).
_color:
RGB value of light color (ex: 1 0 0).
_cone:
width of spotlight cone when targeting light to an info_null (default 10).
time:
how many seconds the ramping will take (default 1.0).
startlevel:
value between 0 and 2.0 (default 0).
endlevel:
value between 0 and 2.0 (default 1.0).
target:
point this to an info_null entity to make a spotlight effect. The distance between the light and the info_null affect the size and intensity of the light cone. This can also target a triggerable entity which will be used both as an aiming point for the light and will be activated when the light is itself triggered.
targetname:
name used for triggering or script control.
key: name of item required to activate this (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon

Spawnflags
 
1
TOGGLE
light source will alternately ramp up and ramp down each time it's triggered.

Notes