Quagmire Lamp Post
Based on game build 714014 | Last updated: 2026-03-06
Overview
quagmire_lamp_post is a helper function that generates prefabs for Quagmire-region lighting fixtures—specifically the tall quagmire_lamp_post and short quagmire_lamp_short variants. It constructs entities with transform, animation state, light, and network components, configures them as static lighting objects, and optionally registers the inspectable component on the master simulation. The function is used within the prefab return statement to produce two distinct asset instances.
Usage example
-- Internally used to define prefabs:
return Prefab("quagmire_lamp_post", LightFn("quagmire_lamp_post", 3.5, 0.58, 0.75, 235), { Asset("ANIM", "anim/quagmire_lamp_post.zip") }),
Prefab("quagmire_lamp_short", LightFn("quagmire_lamp_short", 2, 0.58, 0.75, 200), { Asset("ANIM", "anim/quagmire_lamp_short.zip") })
Dependencies & tags
Components used: transform, animstate, light, network, inspectable (added conditionally on mastersim)
Tags: None identified.
Properties
No public properties. The function is purely procedural and returns prefab definitions—not a reusable component class.
Main functions
LightFn(bank_build, radius, falloff, intensity, color)
- Description: Factory function that returns an entity initializer. It builds and configures a static light-emitting entity with asset-specific animations and lighting parameters.
- Parameters:
bank_build(string) — Animation bank and build name (e.g.,"quagmire_lamp_post").radius(number) — Light radius in world units.falloff(number) — Light falloff exponent.intensity(number) — Light intensity multiplier.color(number) — RGB color value (0–255 scale); normalized to0..1by dividing by255.
- Returns: A function that, when called, constructs and returns a fully initialized
Entityinstance. - Error states: None identified. Works on both client and server; returns early on non-mastersim after core setup.
Events & listeners
None identified.