kexlights.fgd 1.3 KB

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  1. @PointClass size(-8 -8 -8, 8 8 8) color(255 128 0) base(EditorFlags, Target, Targetable) = dynamic_light : "Dynamic KEX light" [
  2. _color(color) : "Light color"
  3. shadowlightradius(float) : "Sets the radius of a dynamic shadow light. Becomes a dynamic light if this is bigger than 0" : "0"
  4. shadowlightintensity(float) : "Intensity scalar for the light." : "1.0"
  5. shadowlightstartfadedistance(float) : "The distance in world units (from player's view position) in which fading begins" : "0"
  6. shadowlightendfadedistance(float) : "The distance in world units (from player's view position) in which the light is fully faded out and not rendered" : "0"
  7. shadowlightconeangle(float) : "Sets the outer cone angle if this light is a spot light." : "45"
  8. shadowlightstyle(choices) : "Appearance" : "0" = [
  9. 0 : "Normal"
  10. 10: "Fluorescent flicker"
  11. 2 : "Slow, strong pulse"
  12. 11: "Slow pulse, noblack"
  13. 5 : "Gentle pulse"
  14. 1 : "Flicker A"
  15. 6 : "Flicker B"
  16. 3 : "Candle A"
  17. 7 : "Candle B"
  18. 8 : "Candle C"
  19. 4 : "Fast strobe"
  20. 9 : "Slow strobe"
  21. // New styles below here
  22. ]
  23. spawnflags(Flags) =
  24. [
  25. 1 : "Start Off" : 0
  26. ]
  27. shadowlightstyletarget(target_destination) : "Light entity to pick up style ID from"
  28. shadowlightresolution(integer) : "Shadow map resolution; leave blank to automatically determine from radius"
  29. ]