Entity Description
light A normal ent light, invisible
light_mine1 A light from the mine levels, have a shape
light_mine2 A light from the mine levels, have a shape

## light

The basic light entity that you will use in most cases of ent lighting. By default this acts a single point of light that expands equally in all directions. Here are some of the ways this behavior can be modified.

#### keypairs

light: This is the brightness of the light, which has a proportional relationship with the fall-off distance of the light. The default value is 300.

_color: The color of light the ent will emit. This uses a # # # format where each # corresponds to a reg/green/blue value. However it does not use the typical 0-255 format and instead uses proportional values. For example, 0 0 1 would emit pure blue light, but 0 0 .1 would emit the same color blue. Additionally, .5 1 1, .25 .5 .5, and 50 100 100 would emit the same color.

style: This determines if a light will be dynamic or static. To choose a light style, choose from the list below. The light patterns use the alphabet for a scale of on/off-ness. a represents total darkness, m represents normal, and z represents double brightness. Styles 1-11 are available for use. In order to see dynamic players must use gl_dynamic 1.

Style Letter Pattern
1 FLICKER (first variety) “mmnmmommommnonmmonqnmmo”
2 SLOW STRONG PULSE “abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba”
3 CANDLE (first variety) “mmmmmaaaaammmmmaaaaaabcdefgabcdefg”
4 FAST STROBE “mamamamamama”
5 GENTLE PULSE 1 “jklmnopqrstuvwxyzyxwvutsrqponmlkj”
6 FLICKER (second variety) “nmonqnmomnmomomno”
7 CANDLE (second variety) “mmmaaaabcdefgmmmmaaaammmaamm”
8 CANDLE (third variety) “mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa”
9 SLOW STROBE (fourth variety) “aaaaaaaazzzzzzzz”
10 FLUORESCENT FLICKER “mmamammmmammamamaaamammma”
11 SLOW PULSE NOT FADE TO BLACK “abcdefghijklmnopqrrqponmlkjihgfedcba”

_cone: Used for spotlights. In order to make a spotlight you need to target an info_null. Place the info_null where you want the light to aim. The default cone size is 10, a higher number makes the spotlight larger.

## light_mine1/2

These are simple predefined lights that were used in the mine levels in the single player campaign. They are just like the lights from above, but have a shape instead of being invisible.

light_mine1 light_mine2