POINT env_lightglow

An entity that puts an additive glow in the world, mostly used over light sources.

KeyValues

Color (R G B) <color255> = 255 255 255

No description provided.

Vertical Size <integer> = 30

No description provided.

Horizontal Size <integer> = 30

No description provided.

Minimum Distance <integer> = 500

The distance at which this effect will be fully translucent.

Maximum Distance <integer> = 2000

The distance at which this effect will be at full intensity.

Outer Maximum Distance <integer> = 0

If larger than the maximum distance, this is the length at which the glow will fade completely out, between the span of the maximum distance and this length.

Glow Proxy Geometry Size <float> = 2

Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.

HDR color scale. <float> = 0.5

float value to multiply sprite color by when running in HDR mode.

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Visible only from front 1

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inherited from RenderFields

Render Mode <choices> = Normal (0)

Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = srca+dest(1-a)* Glow = srca + dest, fixed on screen for sprites Solid = Performs alphatest transparency* Additive = srca + dest Additive FF = blend between sprite nimation frames* Alpha Add = src + dest*(1-a)* World Space Glow = src*a + dest

Possible Values:

Name Value
Normal 0
Color 1
Texture 2
Glow 3
Solid 4
Additive 5
Additive Fractional Frame 7
Additive Alpha 8
World Space Glow 9
Don't Render 10

FX Color (R G B) <color255> = 255 255 255

A color to mix with the model/sprite.

FX Alpha (0 - 255) <integer> = 255

Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.

Render FX <choices> = Normal (0)

Various somewhat legacy alpha effects. Material Proxies are more modern.

Possible Values:

Name Value
Normal 0
Slow Pulse 1
Fast Pulse 2
Slow Wide Pulse 3
Fast Wide Pulse 4
Slow Strobe 9
Fast Strobe 10
Faster Strobe 11
Slow Flicker 12
Fast Flicker 13
Slow Fade Away 5
Fast Fade Away 6
Slow Become Solid 7
Fast Become Solid 8
Constant Glow 14
Fade Out 15
Fade In 16
Pulse Fast Wider 17
Glow Shell 18

Disable Receiving Shadows <boolean> = No

No description provided.

View ID nodraw <choices> = Draw normally (0)

This keyvalue can control whether an entity should only draw on things like monitors or mirrors, or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs.

Possible Values:

Name Value
Draw normally 0
Hide in main view (player's eyes) 193
Hide in cameras 36
Hide in mirrors/water 24
Hide in cameras and mirrors/water 60
Hide in 3D skybox 2
Hide projected texture shadows 128

Inputs

Color <color255>

Change the render color of the glow. Format: <Red 0-255> <Green 0-255> <Blue 0-255>

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Inherited from RenderFields

Alpha <integer>

Set the entity's alpha (0 - 255).

SetRenderMode <integer>

Sets this entity's render mode.

SetRenderFX <integer>

Sets this entity's render FX.

SetViewHideFlags <integer>

Sets this entity's view ID nodraw flags (takes raw flag combination).

AddEffects <integer>

Adds an entity effect.

RemoveEffects <integer>

Removes an entity effect.

EnableDraw <void>

Draws an entity if it is not drawn. Equivalent to RemoveEffects > 32.

DisableDraw <void>

Undraws an entity if it is drawn. Equivalent to AddEffects > 32.

AddEFlags <integer>

Adds an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use AddSpawnFlags to add spawnflags.

RemoveEFlags <integer>

Removes an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use RemoveSpawnFlags to remove spawnflags.

SetCollisionGroup <integer>

Sets this entity's collision group.

Outputs

Inherited from BaseEntityPoint

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.