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 |