sunlight_shadow_control

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sunlight_shadow_control is a point entity available in the following Source engine games: <Alien Swarm> Alien Swarm, [Portal 2] Portal 2, <Counter-Strike: Global Offensive> Counter-Strike: Global Offensive.

Entity description

Shadow control.png

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>
To do: add description
Enable Shadows <boolean>
Enables/disables shadows from this projected texture.

Targetname:

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.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably 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

Targetname:

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 than Kill.
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.
SetLocalOrigin  <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.

EnableDisable:

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

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