sunlight_shadow_control
Todo:The deprecated template
{{Base point multi}}
or its derived templates was used. Use {{Entity}}
instead.sunlight_shadow_control
is a point entity available in the following Source engine games:
Alien Swarm,
Portal 2,
Counter-Strike: Global Offensive.
Contents
Entity description

An entity to control the sunlight that casts shadows in the map. Nearly identical to env_global_light in both function and appearance.
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>
- Enable Shadows <boolean>
- Enables/disables shadows from this projected texture.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
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 the if shadows are enabled
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
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:
Syntax:
// 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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- 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) (also in
)
- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.



CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !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.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.