light:
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intensity value of light (default 300).
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_color:
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RGB value of light color (ex: 1 0 0).
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style:
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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
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_cone:
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width of spotlight cone when targeting light to an info_null (default 10).
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on_style:
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light style to set to when "on" (default is "m"). Useful when light is targeted.
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off_style:
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light style to set to when "off" (default is "a"). Useful when light is targeted.
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target:
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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.
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targetname:
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if light is targeted, it will toggle on/off when triggered or controlled by a script.
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key:
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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
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