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env_global_light is a point entity available in all Source games since Alien Swarm.
Use in stock(unmodded) Alien Swarm. Note the fading toward the edges, this is due to the small projection coverage. It's basically a giant env_projectedtexture bound to the player, but with orthographic projection.

Entity description

It casts an orthographic shadow map onto the world, centred on the camera. It is only designed to work from top-down cameras. Nearly identical to sunlight_shadow_control in both function and appearance

Dedicated Console Variables

Default: 0
Default: 0.02
Default: 0
Default: -800
Default: 1600

Warning:  The default Y and X offset are no where near the player in most cases. But depending on the light angles, the offsets also need changed!


Pitch Yaw Roll (Y Z X) <string>
This is the light cast direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis.
Light Color <color255>
This is the color of the sunlight.
Color Transition Time <float>
This is the number of seconds it takes to get from 0 to 255.
Distance <float>
This is the distance of the sun, greater distances produce more orthogonal shadows.
FOV <float>
This is the field of view that the sunlight casts in. Use lower values for more distant sun and sharper shadows.
NearZ Distance <float>
This controls the near clipping plane's distance from the player.
North Offset <float>
This offsets the from the player position where the sun is attached.
Texture Name <material>
The texture or material which this entity projects.
Enable Shadows <boolean>
Enables/disables shadow maps.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).


Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


LightColor  <color255>
Set the light color.
SetAngles  <string>
Set the sun direction.
SetDistance  <float>
Set the distance of the sun.
SetFOV  <float>
Set the field of view the sun casts.
SetNearZDistance  <float>
Set the near z distance.
SetNorthOffset  <float>
Sets the north offset.
SetTexture  <string>
Set the texture cookie of the sunlight.
EnableShadows  <boolean>
Set whether shadow maps are enabled


Enable/disable this entity from performing its task. It might also disappear from view.


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 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> (New with Left 4 Dead 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.
Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.



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  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.