quake2-rerelease-dll/fgd/kexlights.fgd
2023-08-07 14:48:30 -05:00

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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"
]