env_global_light

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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.

Contents

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

cl_sunlight_ortho_size
Default: 0
cl_sunlight_depthbias
Default: 0.02
cl_globallight_freeze
Default: 0
cl_globallight_xoffset
Default: -800
cl_globallight_yoffset
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!

Keyvalues

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>
To do: add description
Enable Shadows <boolean>
Enables/disables shadow maps.

EnableDisable:

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

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
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.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Inputs

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

EnableDisable:

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

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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 game script file from disk.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of script source code. String quotation may be needed when fired via console.
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)
Execute a game script function.

Outputs

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.
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