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