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Added spheres to vrad light radius keyvalues
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base.fgd
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base.fgd
@ -881,7 +881,7 @@
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_quadratic_attn(string) : "Quadratic" : "1"
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_quadratic_attn(string) : "Quadratic" : "1"
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_fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters."
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_fifty_percent_distance(string) : "50 percent falloff distance" : "0": "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic paramaters."
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_zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use."
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_zero_percent_distance(string) : "0 percent falloff distance" : "0": "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use."
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_hardfalloff(integer) : "hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lightijng if not used carefully."
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_hardfalloff(integer) : "Hard falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lightijng if not used carefully."
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// Inputs
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// Inputs
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input TurnOn(void) : "Turn the light on."
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input TurnOn(void) : "Turn the light on."
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input TurnOff(void) : "The the light off."
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input TurnOff(void) : "The the light off."
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@ -3501,7 +3501,7 @@
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// Lights
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// Lights
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//
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//
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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@PointClass light() iconsprite("editor/light.vmt") base(Targetname, Light) sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light :
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@PointClass light() iconsprite("editor/light.vmt") base(Targetname, Light) sphere(_fifty_percent_distance) sphere(_zero_percent_distance) sphere(_hardfalloff) sphere(_distance) = light :
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"An invisible omnidirectional lightsource."
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"An invisible omnidirectional lightsource."
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[
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[
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target(target_destination) : "Entity To Point At" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
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target(target_destination) : "Entity To Point At" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
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@ -3523,7 +3523,7 @@
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SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value."
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SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value."
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]
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]
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@PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone() sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light_spot :
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@PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone() sphere(_fifty_percent_distance) sphere(_zero_percent_distance) sphere(_hardfalloff) = light_spot :
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"An invisible and directional spotlight."
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"An invisible and directional spotlight."
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[
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[
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target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
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target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
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