Light (entity)

Description

The light entity is used to create point lights, spot lights, projected lights, ambient lights, or otherwise fog.

Spawn Arguments

The following is a list of key/value pairs, also known as spawn arguments, that function with this entity.

KEY DESCRIPTION
texture The light/fog/ambient shader to use.
color The color to use.
shaderParm3 The value to assign shaderParm 3.
shaderParm4 The value to assign shaderParm 4.
shaderParm5 The value to assign shaderParm 5.
shaderParm6 The value to assign shaderParm 6.
shaderParm7 The value to assign shaderParm 7.
count How many times this light must be triggered to toggle.
break Break the light when triggered.
model The model to use.
broken The model to use when the light is broken.
hideModelOnBreak Hide the model when it is broken.
health The amount of damage the light can sustain. A health of 0 is nonbreakable.
target The entit(y/ies) to trip if activated.
levels The number of times a light must be triggered until it turns off. Each time it’s brightness is reduced.
start_off The light will start in an off state.
snd_broken The sound shader to use when broken.
mtr_broken The material shader to use when broken.
color_demonic The color to use if in demonic mode.
mat_demonic The material shader to use if in demonic mode.
leave_demonic_mat The material shader defined in mat_demonic stays active when the effect expires.

Inheritance

This entity is derived from the following entities:

  • Light (idLight)

Notes

Bear in mind a few of the above keys can be modified in realtime with the ‘Light Editor’, which is defaulted to J on the keyboard.

A function was added to the light entity in Q4Edit, that allows users to drag out the light radius with the mouse, as opposed to having to manually type in dimensions into the light editor.