dlight
This is an entity on id Tech 3 engines, present on RTCW Single Player, RTCW Multiplayer and Enemy Territory. Below you can find its spawnflags, keys and editor settings for each game that defines it.
RTCW Single Player
Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle)
Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb).
styles: 1 - "mmnmmommommnonmmonqnmmo" 2 - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" 3 - "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" 4 - "ma" 5 - "jklmnopqrstuvwxyzyxwvutsrqponmlkj" 6 - "nmonqnmomnmomomono" 7 - "mmmaaaabcdefgmmmmaaaammmaamm" 8 - "aaaaaaaazzzzzzzz" 9 - "mmamammmmammamamaaamammma" 10 - "abcdefghijklmnopqrrqponmlkjihgfedcba" 11 - "mmnommomhkmmomnonmmonqnmmo" 12 - "kmamaamakmmmaakmamakmakmmmma" 13 - "kmmmakakmmaaamammamkmamakmmmma" 14 - "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm" 15 - "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm" 16 - "zzzzzzzzaaaaaaaa" 17 - "zzzzzzzzaaaaaaaaaaaaaaaa" 18 - "aaaaaaaazzzzzzzzaaaaaaaa" 19 - "aaaaaaaaaaaaaaaazzzzzzzz"
Spawnflags
| Flag |
Bit |
Description |
| FORCEACTIVE |
1 |
- toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0. |
| STARTOFF |
2 |
- means the dlight doesn't spawn in until ent is triggered |
| ONETIME |
4 |
- when the dlight is triggered, it will play through it's cycle once, then shut down until triggered again |
Keys
| Key |
Description |
| style |
: value is an int from 1-19 that contains a pre-defined 'flicker' string. |
| stylestring |
: set your own 'flicker' string. (ex. "klmnmlk"). NOTE: this should be all lowercase |
| offset |
: change the initial index in a style string. So val of 3 in the above example would start this light at 'N'. (used to get dlights using the same style out of sync). |
| atten |
: offset from the alpha values of the stylestring. stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy" |
| shader |
name of shader to apply |
| sound |
sound to loop every cycle (this actually just plays the sound at the beginning of each cycle) |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-12 -12 -12 |
| Max |
12 12 12 |
| Color |
0 1 0 |
| Spawn function |
SP_dlight |
RTCW Multiplayer
Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle)
Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb).
styles: 1 - "mmnmmommommnonmmonqnmmo" 2 - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" 3 - "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" 4 - "ma" 5 - "jklmnopqrstuvwxyzyxwvutsrqponmlkj" 6 - "nmonqnmomnmomomono" 7 - "mmmaaaabcdefgmmmmaaaammmaamm" 8 - "aaaaaaaazzzzzzzz" 9 - "mmamammmmammamamaaamammma" 10 - "abcdefghijklmnopqrrqponmlkjihgfedcba" 11 - "mmnommomhkmmomnonmmonqnmmo" 12 - "kmamaamakmmmaakmamakmakmmmma" 13 - "kmmmakakmmaaamammamkmamakmmmma" 14 - "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm" 15 - "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm" 16 - "zzzzzzzzaaaaaaaa" 17 - "zzzzzzzzaaaaaaaaaaaaaaaa" 18 - "aaaaaaaazzzzzzzzaaaaaaaa" 19 - "aaaaaaaaaaaaaaaazzzzzzzz"
Spawnflags
| Flag |
Bit |
Description |
| FORCEACTIVE |
1 |
- toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0. |
| STARTOFF |
2 |
- means the dlight doesn't spawn in until ent is triggered |
| ONETIME |
4 |
- when the dlight is triggered, it will play through it's cycle once, then shut down until triggered again |
Keys
| Key |
Description |
| style |
: value is an int from 1-19 that contains a pre-defined 'flicker' string. |
| stylestring |
: set your own 'flicker' string. (ex. "klmnmlk"). NOTE: this should be all lowercase |
| offset |
: change the initial index in a style string. So val of 3 in the above example would start this light at 'N'. (used to get dlights using the same style out of sync). |
| atten |
: offset from the alpha values of the stylestring. stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy" |
| shader |
name of shader to apply |
| sound |
sound to loop every cycle (this actually just plays the sound at the beginning of each cycle) |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-12 -12 -12 |
| Max |
12 12 12 |
| Color |
0 1 0 |
| Spawn function |
SP_dlight |
Enemy Territory
Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle)
Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb).
styles: 1 - "mmnmmommommnonmmonqnmmo" 2 - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" 3 - "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" 4 - "ma" 5 - "jklmnopqrstuvwxyzyxwvutsrqponmlkj" 6 - "nmonqnmomnmomomono" 7 - "mmmaaaabcdefgmmmmaaaammmaamm" 8 - "aaaaaaaazzzzzzzz" 9 - "mmamammmmammamamaaamammma" 10 - "abcdefghijklmnopqrrqponmlkjihgfedcba" 11 - "mmnommomhkmmomnonmmonqnmmo" 12 - "kmamaamakmmmaakmamakmakmmmma" 13 - "kmmmakakmmaaamammamkmamakmmmma" 14 - "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm" 15 - "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm" 16 - "zzzzzzzzaaaaaaaa" 17 - "zzzzzzzzaaaaaaaaaaaaaaaa" 18 - "aaaaaaaazzzzzzzzaaaaaaaa" 19 - "aaaaaaaaaaaaaaaazzzzzzzz"
Spawnflags
| Flag |
Bit |
Description |
| FORCEACTIVE |
1 |
- toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0. |
| STARTOFF |
2 |
- means the dlight doesn't spawn in until ent is triggered |
| ONETIME |
4 |
- when the dlight is triggered, it will play through it's cycle once, then shut down until triggered again |
Keys
| Key |
Description |
| style |
: value is an int from 1-19 that contains a pre-defined 'flicker' string. |
| stylestring |
: set your own 'flicker' string. (ex. "klmnmlk"). NOTE: this should be all lowercase |
| offset |
: change the initial index in a style string. So val of 3 in the above example would start this light at 'N'. (used to get dlights using the same style out of sync). |
| atten |
: offset from the alpha values of the stylestring. stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy" |
| shader |
name of shader to apply |
| sound |
sound to loop every cycle (this actually just plays the sound at the beginning of each cycle) |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-12 -12 -12 |
| Max |
12 12 12 |
| Color |
0 1 0 |
| Spawn function |
SP_dlight |