Perfect Dark Source: env sun

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Entity Description

Places a sun effect in the sky. Does not contribute any actual lighting - this entity is best used in conjunction with a light environment.

  • The effect's position relative to the player is determined by an angle; it does not parallax, so gives the effect of the sun being infinitely far away.
  • You can also send inputs to the env_sun entity by directing them to "env_sun" instead of using a target name.
  • The effect is additive with the sky: a pure yellow sun with a bright blue sky will appear white in-game; change the color to account for this.
  • The sun may rotate around the level based on the ambiental time. Clients use the client cvar pp_draw_timeofday 1 to enable this.

Keyvalues

Name (targetname) <string>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • HDRColorScale
<float> Float value to multiply sprite color by when running in HDR mode.
  • dynamicsun
<boolean> Set to NO if you do not wish this sun entity to move based on the ambiental time, you will only need to set the sun angles. Set to YES otherwise, you will also need to set rotaxis, rotmidday, rotcenter, and distancecenter.
Note.pngNote:If you set this to YES you still have to set the sun angles as players might turn off the ambiental time feature.
  • rotaxis
<angle> The sun will use the axis defined by these angles for its rotation. ie. The angles 0 90 0 will create a rotation around the Y axis where the sun will start at the positive X axis go to positive Z, then X(-) and finally Z(-) before returning to the starting point.
  • rotmidday
<float> Set the rotation angle at which the sun should be at 12:00pm ambiental time. By default, it is 90 degrees, the center of the sky in the regular case. If you modify this angle, the sun will start at a different point on its rotation.
  • rotcenter
<vector> Represents the center of translation (rotation around a point). The sun will rotate around this point so the usual value for this will be the center of your map. You may create special rotations by modifying this and rotaxis, ie. The effect of the sun at the poles.
  • distancecenter
<float> This defines the distance of the sun from its rotation center. Since the sun is always projected to the infinite this is only useful when trying to get a special rotation effect, the sun's position will be first calculated using this distance, new angles will be obtained and then it will be projected to the infinite. For the regular case (center at middle of the map), any value greater than 0 will work. A value of 0 will make the sun stay in place.
  • rendercolor
<color255> Color of the sun.
  • size
<integer> Size of the sun.
  • overlaycolor (in all games since Half-Life 2: Episode One)
<color255> Overlay Color (R G B)
A value of 0 0 0 will act the old way.
  • overlaysize (in all games since Half-Life 2: Episode One)
<integer> Overlay Size
A value of -1 means the overlay will act the old way.
  • material (in all games since Half-Life 2: Episode One)
<material> Material Name
Material of the inner glow. (sprites/light_glow02_add_noz)
  • overlaymaterial (in all games since Half-Life 2: Episode One)
<material> Overlay Material Name
Material of the overlay glow. (sprites/light_glow02_add_noz)

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.
  • TurnOn
Enable sun rendering.
  • TurnOff
Disable sun rendering.
Set the rendercolor.

Outputs


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.