entityDef light { "spawnclass" "idLight" "noscriptobject" "1" "editor_spawnclass" "sdEntityClass_Light" "editor_color" "0 1 0" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_preview_model" "models/editor/light.lwo" "editor_usage" "Light source. If health is set, light becomes breakable and turns off when shot." "editor_material texture" "light shader to use." "editor_color color" "light color" "editor_var shaderParm3" "shaderParm 3" "editor_var shaderParm4" "shaderParm 4" "editor_var shaderParm5" "shaderParm 5" "editor_var shaderParm6" "shaderParm 6" "editor_var shaderParm7" "shaderParm 7" "editor_var count" "how many times light must be triggered to toggle." "editor_var break" "break when triggered." "editor_model model" "model to use." "editor_model broken" "model to use when the light is broken (defaults to model name with '_broken' appended to name)" "editor_var hideModelOnBreak" "hides the model when broken" "editor_var health" "amount of damage to recieve before becoming broken. 0 is nonbreakable." "editor_var target" "entities to trigger if shot." "editor_var levels" "the number of times a light must be triggered until it turns off. Each time it's triggered, it's dimmed to a lower level." "editor_var start_off" "causes the light to be off when the level starts." "editor_var snd_broken" "sound shader to use when broken" "editor_var mtr_broken" "material to use when broken" "editor_var inside" "only effects areas which are inside" "editor_callback texture" "decl://material" "health" "0" "levels" "1" "start_off" "0" "count" "1" "break" "0" } entityDef light_night { "inherit" "light" "spawnclass" "sdNightLight" "editor_color" "0 .7 0" "editor_usage" "Light source. If health is set, light becomes breakable and turns off when shot. Only emits light when the current atmosphere is a night one." } entityDef light_ambient { "spawnclass" "sdAmbientLight" "editor_spawnclass" "sdEntityClass_AmbientLight" "editor_color" "0.93 0.27 0.5" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_preview_model" "models/editor/light_ambient.lwo" "editor_usage" "Ambient light source. The light will affect all areas unless there are outside portals or ambient portals between them." "editor_var ambientCubemap" "The cubemap to use for ambient lighting. (This is an 'ambientCubemap' decl not an image name!)" "editor_callback ambientCubemap" "decl://ambientCubemap" } entityDef light_interior { "inherit" "light" "maxvisdist" "3072" "editor_color" "0.5 0.85 0.1" "interior" "1" } entityDef light_inside { "inherit" "light" "maxvisdist" "3072" "editor_color" "0.5 0.85 0.1" "inside" "1" } entityDef light_vis_dummy { "inherit" "target_null" "editor_color" "0.5 0.85 0.1" "noscriptobject" "1" }