light_bounce

Modified

12-Jul-2023

Used as compliment for light_shadow. Light_bounce can dynamically toggle light bouncing from targeted entity. Works in the same way as light_shadow- triggering this entity will toggle lights that are bouncing from targeted entity. Note that target entity need to have 'Opaque' selected in "ZHLT Lightflags". Does not support multiple or switchable light_environments.

Keyvalues


Target solid entity target : Target solid entity that bounced light will be toggled.

Name targetname : Set name of light_bounce so other entities can trigger it to toggle light bouncing on "Target solid entity".

Appearance (no name allowed) style : Not tested for light_bounce.

  • 0 : Normal
  • 10 : Fluorescent flicker
  • 2 : Slow, strong pulse
  • 11 : Slow pulse, no black
  • 5 : Gentle pulse
  • 1 : Flicker A
  • 6 : Flicker B
  • 3 : Candle A
  • 7 : Candle B
  • 8 : Candle C
  • 4 : Fast strobe
  • 9 : Slow strobe
  • 12 : Underwater mutation

Custom Appearance pattern : Not tested for light_bounce.

Classname in game convertto : Used by compilers. You don't need to set this.

  • "light" : light
  • "light_spot" : light_spot

Flags


  • 1 : Initially dark : Bounced lights starts turned ON at start (should be reverted to light_shadow at start). Make sure this is selected when the brush is visible at start.

  • 2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.