Structures/DynamicLight

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{{Structure
 
{{Structure
|Description=Table structure for {{GlobalFunction|DynamicLight}}.
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|Description=Structure for {{GlobalFunction|DynamicLight}}.
|Fields=
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All members are case insensitive.
{{StructureField|number|Brightness|The brightness of the light}}
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{{StructureField|number|Decay|Fade out speed}}
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{{Note|This is an actual class named '''dlight_t''', not a table.}}
{{StructureField|number|DieTime|Time after which light will be removed}}
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|Fields={{StructureField|number|brightness|The brightness of the light.}}{{StructureField|number|decay|Fade out speed.
{{StructureField|Vector|Dir|The light direction}}
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Here's a formula for calculating Decay for your light: 1000 / fadeOutTimeInSeconds. For example setting decay to 1000 would fade out the light in 1 second, 2000 - 0.5 seconds.
{{StructureField|number|InnerAngle|Unknown}}
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}}{{StructureField|number|dietime|Time after which light will be removed.
{{StructureField|number|Key|Unknown}}
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{{StructureField|number|MinLight|Minimum light}}
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This is relative to {{GlobalFunction|CurTime}}. If you put in a value that is less than or equal to {{GlobalFunction|CurTime}}, the light will not behave properly.
{{StructureField|boolean|NoWorld|Don't light the world}}
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{{StructureField|boolean|NoModel|Don't light models}}
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Note, that it does not affect fading out. Light will be removed regardless of it being fully faded out or not.
{{StructureField|number|OuterAngle|Unknown}}
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}}{{StructureField|Vector|dir|The light direction. Used with '''InnerAngle''' and '''OuterAngle'''.|Vector( 0, 0, 0 )}}{{StructureField|number|innerangle|The closer this is to zero, the smoother the light will be. Requires '''Dir''' and '''OuterAngle''' to be set.|0}}{{StructureField|number|outerangle|The angle of the Dynamic Light. Requires '''Dir''' to be set.|0}}{{StructureField|number|key|Makes the light brighter and flicker? Changing the value does not seem to affect anything.}}{{StructureField|number|minlight|Minimum light|0}}{{StructureField|boolean|noworld|Don't light the world. Has no effect for elights since they never light the world.|false}}{{StructureField|boolean|nomodel|Don't light models|false}}{{StructureField|Vector|pos|Position of the light}}{{StructureField|number|size|Radius of the light}}{{StructureField|number|style|Flicker style, see [https://developer.valvesoftware.com/wiki/Light_dynamic#Appearances this page] for examples.}}{{StructureField|number|b|The blue part of the color}}{{StructureField|number|g|The green part of the color}}{{StructureField|number|r|The red part of the color}}
{{StructureField|Vector|Pos|Position of the light}}
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{{StructureField|number|Size|Radius of the light}}
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{{StructureField|number|Style|Flicker style see render FX}}
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{{StructureField|number|b|The blue part of the color}}
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{{StructureField|number|g|The green part of the color}}
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{{StructureField|number|r|The red part of the color}}
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}}
 
}}

Latest revision as of 18:24, 25 May 2019

Structure for DynamicLight.

All members are case insensitive.

NOTE

This is an actual class named dlight_t, not a table.



Type Name Description
number brightness

The brightness of the light.

number decay

Fade out speed. Here's a formula for calculating Decay for your light: 1000 / fadeOutTimeInSeconds. For example setting decay to 1000 would fade out the light in 1 second, 2000 - 0.5 seconds.

number dietime

Time after which light will be removed.

This is relative to CurTime. If you put in a value that is less than or equal to CurTime, the light will not behave properly.

Note, that it does not affect fading out. Light will be removed regardless of it being fully faded out or not.

Vector dir

The light direction. Used with InnerAngle and OuterAngle.

Default: Vector( 0, 0, 0 )

number innerangle

The closer this is to zero, the smoother the light will be. Requires Dir and OuterAngle to be set.

Default: 0

number outerangle

The angle of the Dynamic Light. Requires Dir to be set.

Default: 0

number key

Makes the light brighter and flicker? Changing the value does not seem to affect anything.

number minlight

Minimum light

Default: 0

boolean noworld

Don't light the world. Has no effect for elights since they never light the world.

Default: false

boolean nomodel

Don't light models

Default: false

Vector pos

Position of the light

number size

Radius of the light

number style

Flicker style, see this page for examples.

number b

The blue part of the color

number g

The green part of the color

number r

The red part of the color

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