Atrium Light
Based on game build 714014 | Last updated: 2026-03-04
Overview
The atrium_light prefab is a decorative, powered lighting object used in the Atrium environment. It consists of three sub-prefabs (atrium_light, atrium_light_back, and atrium_light_light) that combine visually to form a complete light fixture. The component manages light activation via the atriumpowered event, controlling animation states and the Light component. It also integrates with the inspectable component to report status (ON/OFF). This prefab does not persist across sessions and is marked non-clickable.
Usage example
local inst = SpawnPrefab("atrium_light")
inst.Transform:SetPos(x, y, z)
inst:PushEvent("atriumpowered", { ispowered = true })
Dependencies & tags
Components used: inspectable
Tags added by sub-prefabs: FX (on atrium_light_back), DECOR and NOCLICK (on atrium_light_light); parent has no tags directly.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
highlightchildren | table | {} (server) / {} (client) | List of child prefabs (atrium_light_back, atrium_light_light) used for highlighting effects. Server-side only. |
scrapbook_speechstatus | string | "OFF" | Status indicator used by inspectable; updated via getstatus. Server-side only. |
Main functions
getstatus(inst)
- Description: Helper function assigned to
inspectable.getstatus; returns"ON"if the light is enabled, otherwise"OFF". - Parameters:
inst(entity) — theatrium_lightinstance. - Returns:
"ON"or"OFF"(string). - Error states: None. Assumes
inst.Lightexists.
Events & listeners
- Listens to:
atriumpowered(onTheWorld) — triggered when power state changes for the Atrium. Applies logic to turn light ON/OFF and update animations accordingly.
animover(oninst._light) — registered temporarily when turning OFF to reset idle animations once the turn-off animation completes. - Pushes: None (does not fire custom events).