Difference between revisions of "Entity light interior"
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See the [[Level Design: Lighting Basics|Lighting Basics]] page for information about lighting. | See the [[Level Design: Lighting Basics|Lighting Basics]] page for information about lighting. | ||
− | {{entitypage|light_interior | + | {{entitypage|light_interior}} |
Revision as of 14:51, 8 November 2007
A Light that does not cast light through portals.
Point-based entity that casts light on all surfaces contained within an area, but does not pass the light through portals. However, it can be made to pass into another area (separated by a portal) by targetting a light_vis_dummy entity placed in the area to flood into.
See the Lighting Basics page for information about lighting.
Entity Keys
classname light_interior
- color color
- light color
- texture material
- light shader to use.
- shaderParm3 variable
- shaderParm 3
- shaderParm4 variable
- shaderParm 4
- shaderParm5 variable
- shaderParm 5
- shaderParm6 variable
- shaderParm 6
- shaderParm7 variable
- shaderParm 7
- count variable
- how many times light must be triggered to toggle.
- break variable
- break when triggered.
- model model
- model to use.
- broken model
- model to use when the light is broken (defaults to model name with '_broken' appended to name)
- hideModelOnBreak variable
- hides the model when broken
- health variable
- amount of damage to recieve before becoming broken. 0 is nonbreakable.
- target variable
- entities to trigger if shot.
- levels variable
- the number of times a light must be triggered until it turns off. Each time it's triggered, it's dimmed to a lower level.
- start_off variable
- causes the light to be off when the level starts.
- snd_broken variable
- sound shader to use when broken
- mtr_broken variable
- material to use when broken
- inside variable
- only effects areas which are inside