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Wiki » Reference » other_ entities » light
ARTICLE

light

This is an entity, present on Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.

Quake

Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off.

Spawnflags

Flag Bit Description
START_OFF 1

Editor

Property Value
Type point entity
Min -8 -8 -8
Max 8 8 8
Color 0 1 0

Quake II

Non-displayed light. Default light value is 300. Default style is 0. If targeted, will toggle between on and off. Default _cone value is 10 (used to set size of light for spotlights)

Spawnflags

Flag Bit Description
START_OFF 1

Editor

Property Value
Type point entity
Min -8 -8 -8
Max 8 8 8
Color 0 1 0
Spawn function SP_light

Quake III Arena

Non-displayed light.

Linear checbox gives linear falloff instead of inverse square Lights pointed at a target will be spotlights.

Spawnflags

Flag Bit Description
linear 1

Keys

Key Description
light overrides the default 300 intensity.
radius overrides the default 64 unit radius of a spotlight at the target point.

Editor

Property Value
Type point entity
Min -8 -8 -8
Max 8 8 8
Color 0 1 0
Spawn function SP_light

RTCW Single Player

Non-displayed light.

Nonlinear checkbox gives inverse square falloff instead of linear Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf) Lights pointed at a target will be spotlights.

Spawnflags

Flag Bit Description
nonlinear 1
angle 2
negative_spot 4
negative_point 8
q3map_non-dynamic 16

Keys

Key Description
light overrides the default 300 intensity.
radius overrides the default 64 unit radius of a spotlight at the target point.
fade falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
q3map_non-dynamic specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)

Editor

Property Value
Type point entity
Min -8 -8 -8
Max 8 8 8
Color 0 1 0
Spawn function SP_light

RTCW Multiplayer

Non-displayed light.

Nonlinear checkbox gives inverse square falloff instead of linear Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf) Lights pointed at a target will be spotlights.

Spawnflags

Flag Bit Description
nonlinear 1
angle 2
negative_spot 4
negative_point 8
q3map_non-dynamic 16

Keys

Key Description
light overrides the default 300 intensity.
radius overrides the default 64 unit radius of a spotlight at the target point.
fade falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
q3map_non-dynamic specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)

Editor

Property Value
Type point entity
Min -8 -8 -8
Max 8 8 8
Color 0 1 0
Spawn function SP_light

Enemy Territory

Non-displayed light.

Nonlinear checkbox gives inverse square falloff instead of linear Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf) Lights pointed at a target will be spotlights.

Spawnflags

Flag Bit Description
nonlinear 1
angle 2
negative_spot 4
negative_point 8
q3map_non-dynamic 16

Keys

Key Description
light overrides the default 300 intensity.
radius overrides the default 64 unit radius of a spotlight at the target point.
fade falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
q3map_non-dynamic specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)

Editor

Property Value
Type point entity
Min -8 -8 -8
Max 8 8 8
Color 0 1 0
Spawn function SP_light

DOOM 3

Light source. If health is set, light becomes breakable and turns off when shot.

Keys

Key Type Default Description
texture material light shader to use.
color color light color
shaderParm3 var shaderParm 3
shaderParm4 var shaderParm 4
shaderParm5 var shaderParm 5
shaderParm6 var shaderParm 6
shaderParm7 var shaderParm 7
count var 1 how many times light must be triggered to toggle.
break var 0 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 var hides the model when broken
health var 0 amount of damage to recieve before becoming broken. 0 is nonbreakable.
target var entities to trigger if shot.
levels var 1 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 var 0 causes the light to be off when the level starts.
snd_broken var sound shader to use when broken
mtr_broken var material to use when broken
color_demonic color demonic color to use if in demonic mode.
mat_demonic material demonic shader to use if in demonic mode.
leave_demonic_mat var leaves the demonic shader when the effect expires.. color is still reverted back.

Editor

Property Value
Type point entity
Spawn class idLight -> idEntity -> idClass
Min -8 -8 -8
Max 8 8 8
Color 0 1 0

Script events

Event Declared by
setShader idLight
getLightParm idLight
setLightParm idLight
setLightParms idLight
setRadiusXYZ idLight
setRadius idLight
hide idLight
show idLight
On idLight
Off idLight
activate idLight
fadeOutLight idLight
fadeInLight idLight
getName idEntity
setName idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
setSkin idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
setGui idEntity
precacheGui idEntity
getGuiParm idEntity
getGuiParmFloat idEntity
guiNamedEvent idEntity
remove idClass

Quake 4

Light source. If health is set, light becomes breakable and turns off when shot.

Keys

Key Type Default Description
texture material light shader to use.
color color light color
shaderParm3 var shaderParm 3
shaderParm4 var shaderParm 4
shaderParm5 var shaderParm 5
shaderParm6 var shaderParm 6
shaderParm7 var shaderParm 7
count var 1 how many times light must be triggered to toggle.
break var 0 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 var hides the model when broken
health var 0 amount of damage to recieve before becoming broken. 0 is nonbreakable.
target var entities to trigger if shot.
levels var 1 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 var 0 causes the light to be off when the level starts.
snd_broken var sound shader to use when broken
mtr_broken var material to use when broken
color_demonic color demonic color to use if in demonic mode.
mat_demonic material demonic shader to use if in demonic mode.
leave_demonic_mat var leaves the demonic shader when the effect expires.. color is still reverted back.
light_gui var set this to the entity name that contains the gui that should control the light's color and intensity
wait var when set > 0, seconds between triggerings. time between lights is wait + or - random
random var wait variance.
globalLight var Whether this light is global and should always be drawn.
detailLevel var Sets this to a level-of-detail value where this light is drawn only when >= r_lightDetailLevel

Editor

Property Value
Type point entity
Spawn class idLight -> idEntity -> idClass
Min -8 -8 -8
Max 8 8 8
Color 0 1 0

Script events

Event Declared by
setShader idLight
getLightParm idLight
setLightParm idLight
setLightParms idLight
setRadiusXYZ idLight
setRadius idLight
hide idLight
show idLight
On idLight
Off idLight
activate idLight
fadeOutLight idLight
fadeInLight idLight
setLightGUI idLight
setCurrentLightLevel idLight
setMaxLightLevel idLight
isOn idLight
break idLight
doneBlinking idLight
doneBlinkingOff idLight
earthquake idLight
getName idEntity
setName idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
setSkin idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
clearSkin idEntity
setContents idEntity
getLastBlocker idEntity
playEffect idEntity
stopEffect idEntity
stopAllEffects idEntity
getHealth idEntity
hideSurface idEntity
showSurface idEntity
guiEvent idEntity
playbackCallback idEntity
getBindMaster idEntity
applyImpulse idEntity
removeNullTargets idEntity
isA idEntity
isSameTypeAs idEntity
matchPrefix idEntity
clearTargetList idEntity
appendTarget idEntity
removeTarget idEntity
setHealth idEntity
remove idClass

Prey

Light source. If health is set, light becomes breakable and turns off when shot.

Keys

Key Type Default Description
texture mat light shader to use.
color color light color
shaderParm3 var shaderParm 3
shaderParm4 var shaderParm 4
shaderParm5 var shaderParm 5
shaderParm6 var shaderParm 6
shaderParm7 var shaderParm 7
count var 1 how many times light must be triggered to toggle.
break var 0 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 var hides the model when broken
health var 0 amount of damage to recieve before becoming broken. 0 is nonbreakable.
target var entities to trigger if shot.
levels var 1 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 var 0 causes the light to be off when the level starts.
snd_broken var sound shader to use when broken
mtr_broken var material to use when broken

Editor

Property Value
Type point entity
Spawn class hhLight -> idLight -> idEntity -> idClass
Min -8 -8 -8
Max 8 8 8
Color 0 1 0

Script events

Event Declared by
resetTargetHandles hhLight
startAltMode hhLight
setShader idLight
getLightParm idLight
setLightParm idLight
setLightParms idLight
setRadiusXYZ idLight
setRadius idLight
hide idLight
show idLight
On idLight
Off idLight
activate idLight
fadeOutLight idLight
fadeInLight idLight
moveToJoint idEntity
moveToJointWeighted idEntity
moveJointToJoint idEntity
moveJointToJointOffset idEntity
setSkin idEntity
spawnDebris idEntity
delayDamageEntity idEntity
dispose idEntity
setDeformation idEntity
setFloatKey idEntity
setVectorKey idEntity
setEntityKey idEntity
playerCanSee idEntity
setContents idEntity
setClipmask idEntity
setPortalCollision idEntity
killbox idEntity
getName idEntity
setName idEntity
findTargets idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
updateCameraTarget idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
playRumble idEntity
stopRumble idEntity
remove idClass

Last changed Sep 21, 2026
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