Skip to main content

env_global_light

Point Entity

Control the global light that casts shadows in a Dota map.

Keyvalues

  • Start Disabled (StartDisabled) <Boolean>

  • 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.

  • Pitch Yaw Roll (Y Z X) (angles) <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.

  • Ambient Angle ( Y Z X ) (ambientangles) <Angle>

  • Color (color) <Color255>
    This is the color of the global light.

  • Light Scale (lightscale) <Float>
    This controls the overall intensity of the light.

  • Ambient Color (ambientcolor1) <Color255>
    This is the ambient color of the world.

  • Ambient Scale (ambientscale1) <Float>
    This controls how much ambient there is.

  • Shadow Color (ambientcolor2) <Color255>
    This is the shadow color of the world.

  • Shadow Scale (ambientscale2) <Float>
    This controls how much shadow on entities there are.

  • Shadow Secondary Color (ambientcolor3) <Color255>
    This is the shadow color for downward facing surfaces.

  • Shadow Ground Scale (groundscale) <Float>
    This controls how much shadow on the ground there is.

  • Specular Angle ( Y Z X ) (specularangles) <Angle>

  • Specular Power (specularpower) <Float>

  • Specular Independence (specularindependence) <Float>
    Specular independence from diffuse light. 0 specular is multiplied by diffuse, 1 specular is independent of diffuse.

  • Specular Color (specularcolor) <Color255>
    This is the color of the specular.

  • FOV (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 (nearz) <Float>
    This controls the near clipping plane's distance from the player.

  • Enable Shadows (enableshadows) <Boolean>
    Enables/disables shadows from this projected texture.

  • FoW Darkness (fow_darkness) <Float>
    Controls how dark the fog of war is, 0 is black, larger values are lighter

  • Clear Not Required (background_clear_not_required) <Boolean>
    Specifies that a clear of the background is not required, set this to true if the edge map can never be seen to improve performance.

  • Disable clouds (dota_no_clouds) <Boolean>

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

  • Enable Separate Skybox Fog (enable_separate_skybox_fog) <Boolean>
    Allows the skybox to use its own fog parameters.

  • Height Fog Color (height_fog_color) <Color255>
    Height Fog Colory

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

  • Height Fog Density (height_fog_density) <Float>
    Height Fog Density

  • 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 (height_fog_scroll0U) <Float>

  • Height Fog Scroll V Layer 0 (height_fog_scroll0V) <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 (height_fog_scroll1U) <Float>

  • Height Fog Scroll V Layer 1 (height_fog_scroll1V) <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>

Inputs

  • Enable <Void>
    Enable this entity.

  • Disable <Void>
    Disable this entity.

  • 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.

  • LightColor <Color255>
    Set the light color.

  • SetAngles <String>
    Set the global light direction.

  • SetFOV <Float>
    Set the field of view the global light casts.

  • SetNearZDistance <Float>
    Set the near z distance.

  • SetTexture <String>
    Set the texture cookie of the global light.

  • EnableShadows <Boolean>
    Set the if shadows are enabled

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.