Caution:

BaseLight is an internal entity and should not be used on its own.

BASE BaseLight

KeyValues

Brightness <color255> = 255 255 255 200

Color and brightness of the light.

BrightnessHDR <color255> = -1 -1 -1 1

No description provided.

BrightnessScaleHDR <float> = 1

Amount to scale the light by when compiling for HDR.

Appearance <choices> = Normal (0)

No description provided.

Possible Values:

Name Value
Normal 0
Fluorescent flicker 10
Slow, strong pulse 2
Slow pulse, noblack 11
Gentle pulse 5
Flicker A 1
Flicker B 6
Candle A 3
Candle B 7
Candle C 8
Fast strobe 4
Slow strobe 9
Underwater light mutation 12

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Initially dark 1

Custom Appearance <string>

Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.

Fade Tick Interval <float> = 0.1

The tick interval of the light's fade, in seconds. Lower values cause a faster fade.

Cast Entity Shadows <boolean> = No

Objects illuminated by this light will cast a directional shadow.

Entity shadow offset <vector> = 0 0 0

A world-space offset applied to the shadow origin, in units. X Y Z.

No Sprite in Cubemap <boolean> = No

If set, this light will not draw a sprite during cubemap building

Inputs

TurnOn <void>

Turn the light on.

TurnOff <void>

The the light off.

Toggle <void>

Toggle the light's current state.

SetPattern <string>

Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.

FadeToPattern <string>

Fades from first value in old pattern, to first value in the new given pattern. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.