Allows mapper to change appearance of all unnamed lights without modified appearance keyvalue. Additionally toggles on and off all light specified in a target field, but only those without modified appearance. Usefulness of this entity is questionable.


Target target : Name of light entity or entities to turn on or off depending on received trigger type: 'Off'- turn light off, 'On'- turn light on, 'Toggle'- toggle light.

OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.

Name targetname : Set name of global_light_control so other entities can trigger it to do both: toggle lights specified in "Target'" field AND apply custom appearance to all lights on map with custom appearance set to 'Normal'. Every trigger use-type works uniformly. Signal type is interpreted by lights specified in "Target". Can be multiple triggered for "Target" lights but globally applied light styles will be applied once and cannot be reverted (you need another global_light_control with normal style to reset this). Can be kill-targeted but effects done by this entity are not reverted.

Custom Appearance pattern : Allows you to set up a custom appearance of all unnamed lights on the map with Normal appearance. To do this, you will have to enter 1 to 64 chars from the alphabet ('a' to 'z'), whereas 'a' stands for being dark and 'z' for very bright. Normal lights' appearances uses 'm'. The program Custom Lightstyle Generator by Craig "CRAZG" McLaren might help you here. Whatever sequence you enter is stepped through at about 8 Hertz. This will only work when a targetname is set and you manually delete the 'style'-keyvalue from your light under disabled 'Smart edit'-mode right before closing the 'Properties'-window. Note that there can be at most 4 different light styles affecting a face in your map. Otherwise, light styles will be discarded from it, causing unrealistic lighting in extreme cases.

Every light with "Custom Appearance" set to other than 'Normal' will be ignored (unless they are named, which makes custom appearance doesn't work").