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ent_dota_lightinfo

Point Entity

Localized lighting settings to control lighting parameters in a radius.

Keyvalues

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

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

  • Color - Day (color_day) <Color255>
    Daytime color.

  • Color - Night (color_night) <Color255>
    Nighttime color.

  • Light Scale - Day (light_scale_day) <Float>
    Daytime light scale.

  • Light Scale - Night (light_scale_night) <Float>
    Daytime light scale.

  • Ambient Color - Day (ambient_color_day) <Color255>
    Ambient Daytime color.

  • Ambient Color - Night (ambient_color_night) <Color255>
    Ambient Nighttime color.

  • Ambient Scale - Day (ambient_scale_day) <Float>
    Ambient Daytime scale.

  • Ambient Scale - Night (ambient_scale_night) <Float>
    Ambient Nighttime scale.

  • Shadow Color - Day (shadow_color_day) <Color255>
    Shadow Daytime color.

  • Shadow Color - Night (shadow_color_night) <Color255>
    Shadow Nighttime color.

  • Shadow Secondary Color - Day (shadow_secondary_color_day) <Color255>
    Shadow Daytime color.

  • Shadow Secondary Color - Night (shadow_secondary_color_night) <Color255>
    Shadow Nighttime color.

  • Shadow Scale - Day (shadow_scale_day) <Float>
    Shadow Daytime scale.

  • Shadow Scale - Night (shadow_scale_night) <Float>
    Shadow Nighttime scale.

  • Shadow Ground Scale - Day (shadow_ground_scale_day) <Float>
    Shadow Daytime ground scale.

  • Shadow Ground Scale - Night (shadow_ground_scale_night) <Float>
    Shadow Nighttime ground scale.

  • Specular Color - Day (specular_color_day) <Color255>
    Specular Daytime color.

  • Specular Color - Night (specular_color_night) <Color255>
    Specular Nighttime color.

  • Specular Power - Day (specular_power_day) <Float>
    Daytime Specular Power.

  • Specular Power - Night (specular_power_night) <Float>
    Night Specular Power.

  • Specular Independence - Day (specular_independence_day) <Float>
    Daytime specular light independence from diffuse.

  • Specular Independence - Night (specular_independence_night) <Float>
    Night specular light independence from diffuse.

  • Specular Direction - Day (specular_direction_day) <Angle>
    Daytime specular light direction.

  • Specular Direction - Night (specular_direction_night) <Angle>
    Nighttime specular light direction.

  • Inspector View Specular Direction - Day (inspector_specular_direction_day) <Angle>
    Inspector View daytime specular light direction.

  • Inspector View Specular Direction - Night (inspector_specular_direction_night) <Angle>
    Inspector View nighttime specular light direction.

  • Light Direction - Day (light_direction_day) <Angle>
    Light Daytime direction.

  • Light Direction - Night (light_direction_night) <Angle>
    Light Nighttime direction.

  • Ambient Direction - Day (ambient_direction_day) <Angle>
    Ambient Daytime direction.

  • Ambient Direction - Night (ambient_direction_night) <Angle>
    Ambient Nighttime direction.

  • Ambient Shadow Amount (ambient_shadow_amount) <Float>
    Ambient Shadow Amount

  • Fog Color - Day (fog_color_day) <Color255>
    Fog Daytime color.

  • Fog Color - Night (fog_color_night) <Color255>
    Fog Nighttime color.

  • Inspector View Fog Color - Day (inspector_view_fog_color_day) <Color255>
    Fog color for inspector view - day

  • Inspector View Fog Color - Night (inspector_view_fog_color_night) <Color255>
    Fog color for inspector view - night

  • Fog Start - Day (fog_start_day) <Float>
    Daytime Fog Start distance.

  • Fog Start - Night (fog_start_night) <Float>
    Night Fog Start distance.

  • Fog End - Day (fog_end_day) <Float>
    Daytime Fog Start distance.

  • Fog End - Night (fog_end_night) <Float>
    Night Fog End distance.

  • Height Fog - Day (fog_height_day) <Float>
    Daytime Fog Height.

  • Height Fog - Night (fog_height_night) <Float>
    Night Fog Height.

  • Height Fog Color - Day (fog_hight_color_day) <Color255>
    Daytime Height Fog Color

  • Height Fog Color - Night (fog_hight_color_night) <Color255>
    Night Height Fog Color

  • FoW Darkness - Day (fow_darkess_day) <Float>
    Daytime FoW Darkness.

  • FoW Darkness - Night (fow_darkess_night) <Float>
    Night FoW Darkness.

  • FoW Color R - Day (fow_color_r_day) <Float>
    Daytime FoW Color R

  • FoW Color G - Day (fow_color_g_day) <Float>
    Daytime FoW Color G

  • FoW Color B - Day (fow_color_b_day) <Float>
    Daytime FoW Color B

  • FoW Color R - Night (fow_color_r_night) <Float>
    Night FoW Color R

  • FoW Color G - Night (fow_color_g_night) <Float>
    Night FoW Color G

  • FoW Color B - Night (fow_color_b_night) <Float>
    Night FoW Color B

  • FarZ Override (farz_override) <Float>
    FarZ Override

  • Inner Radius (inner_radius) <Float>
    Radius inside which the global light is exactly the specified color.

  • Outer Radius (outer_radius) <Float>
    Radius inside which the global light is partially the specified color.

  • Client Weather Type (weather_type) <Choices>

    • Dynamic Weather - On
    • All - Always On
    • Default Weather Only
    • Snow Weather Only
    • Rain Weather Only
    • Magical Weather Only
    • Pestilence Weather Only
    • Harvest Weather Only
    • Sirocco Weather Only
    • Spring Weather Only
    • Fire Weather Only
    • Northern Lights Weather Only
  • Lightning Specular Power Scale Minimum (lightning_spec_pow_scale_min) <Float>
    The minimum amount to scale the specular power for lightning events.

  • Lightning Specular Power Scale Maximum (lightning_spec_pow_scale_max) <Float>
    The maximum amount to scale the specular power for lightning events.

  • Lightning Period Minimum (lightning_period_min) <Float>
    The minimum amount between lightning events.

  • Lightning Period Maximum (lightning_period_max) <Float>
    The maximum amount between lightning events.

  • Lightning Duration Minimum (lightning_duration_min) <Float>
    The minimum duration of a single lightning event.

  • Lightning Duration Maximum (lightning_duration_max) <Float>
    The maximum duration of a single lightning event.

  • Lightning Fluctuation Minimum (lightning_fluctuation_min) <Float>
    The minimum number of fluctuations in a single lightning event.

  • Lightning Fluctuation Maximum (lightning_fluctuation_max) <Float>
    The maximum number of fluctuations in a single lightning event.

  • Thunder Sound Effect (lightning_sound) <Sound>
    During lightning events, this sound will be played.

  • Lightning Color (lightning_color) <Color255>
    Lightning Color

  • Lightning Color Intensity Minimum (lightning_intensity_min) <Float>
    Minimum lightning color intensity

  • Lightning Color Intensity Maximum (lightning_intensity_max) <Float>
    Maximum lightning color intensity

  • Lightning Elevation (Pitch) (lightning_elevation) <Float>
    Elevation

  • Lightning Specular Intensity (lightning_specular_intensity) <Float>
    Specular Intensity

  • Wind Angle (wind_angle) <Angle>
    Wind Angles

  • Wind Amount - Day (wind_amount_day) <Float>
    Wind Amount - day

  • Wind Amount - Night (wind_amount_night) <Float>
    Wind Amount - night

  • Min Wind (min_wind) <Float>
    Min normal wind speed

  • Max Wind (max_wind) <Float>
    Max normal wind speed

  • Min Gust (min_gust) <Float>
    Min gust speed

  • Min Gust (max_gust) <Float>
    Max gust speed

  • Min Gust Delay (min_gust_delay) <Float>
    Min gust delay

  • Max Gust Delay (max_gust_delay) <Float>
    Max gust delay

  • Gust Duration (gust_duration) <Float>
    Gust duration

  • Gust Direction Change (gust_dir_change) <Float>
    Gust direction change degrees

  • Skybox Angles - Day (skybox_angle_day) <Angle>
    Skybox angles - day

  • Skybox Angles - Night (skybox_angle_night) <Angle>
    Skybox angles - night

  • Skybox Material - Day (skybox_material_day) <Resource>

  • Skybox Material - Night (skybox_material_night) <Resource>

  • Skybox Tint - Day (skybox_tint_color_day) <Color255>

  • Skybox Tint - Night (skybox_tint_color_night) <Color255>

  • Fog Type (skybox_fog_type) <Choices>

    • None
    • Distance Based
    • Angular
  • Skybox Angular Fog Max End (skybox_angular_fog_max_end) <Float>

  • Skybox Angular Fog Max Start (skybox_angular_fog_max_start) <Float>

  • Skybox Angular Fog Min Start (skybox_angular_fog_min_start) <Float>

  • Skybox Angular Fog Min End (skybox_angular_fog_min_end) <Float>

  • Height Fog Color - Day (height_fog_color_day) <Color255>
    Height Fog Color - Day

  • Height Fog Color - Night (height_fog_color_night) <Color255>
    Height Fog Color - Night

  • Height Fog Max Z (height_fog_max_z) <Float>
    Z value where height fog stops

  • Height Fog Density - Day (height_fog_density_day) <Float>
    Height Fog Density - Day

  • Height Fog Density - Night (height_fog_density_night) <Float>
    Height Fog Density - Night

  • Height Fog Falloff (height_fog_falloff) <Float>
    Height fog falloff param. Higher values = sharper falloff.

  • Height Fog Texture Layer 0 (height_fog_texture0) <Resource>

  • Height Fog Texture Layer 1 (height_fog_texture1) <Resource>

  • Height Fog Rotation Layer 0 (height_fog_rotation0) <Float>

  • Height Fog Scale Layer 0 (height_fog_scale0) <Float>

  • Height Fog Scroll U Layer 0 - Day (height_fog_scroll0U_day) <Float>

  • Height Fog Scroll V Layer 0 - Day (height_fog_scroll0V_day) <Float>

  • Height Fog Scroll U Layer 0 - Night (height_fog_scroll0U_night) <Float>

  • Height Fog Scroll V Layer 0 - Night (height_fog_scroll0V_night) <Float>

  • Height Fog Rotation Layer 1 (height_fog_rotation1) <Float>

  • Height Fog Scale Layer 1 (height_fog_scale1) <Float>

  • Height Fog Scroll U Layer 1 - Day (height_fog_scroll1U_day) <Float>

  • Height Fog Scroll V Layer 1 - Day (height_fog_scroll1V_day) <Float>

  • Height Fog Scroll U Layer 1 - Night (height_fog_scroll1U_night) <Float>

  • Height Fog Scroll V Layer 1 - Night (height_fog_scroll1V_night) <Float>

  • Height Fog Inner Exclusion Radius (height_fog_exclusion_inner_radius) <Float>

  • Height Fog Exclusion Height Bias (height_fog_exclusion_height_bias) <Float>

  • Height Fog Type (height_fog_type) <Choices>

    • Height Fog
    • Caustics
  • Caustics Speed Scale (height_fog_caustic_speed_scale) <Float>

  • Caustics Amplitude Scale (height_fog_caustic_amplitude_scale) <Float>

  • Weather Effect (weather_effect) <ParticleSystem>
    Weather effect override for this lightinfo

  • Color Warp (color_warp_texture) <Resource>

  • Color Warp Blend To Full (color_warp_blend_to_full) <Float>

  • Preview (preview_day_or_night) <Choices>

    • Day
    • Night
  • Inspector View (preview_inspector_view) <Boolean>
    Inspector View Preview

  • SkyboxSlot (SkyboxSlot) <String>
    Name of the skybox this camera belongs to. Leave blank for non-skybox lights.

Inputs

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.