Environment Settings
A program reads and writes the world’s environment settings, the ones the game’s environment dialog shows: the time of day, the sky’s color, the fog, the water’s height, the ambience.
Environment.<environment>.<property> // read
Environment.<environment>.<property> = value // write
in go: exec
on go {
let t = Environment.Sky.TimeOfDay
Environment.Sky.TimeOfDay = t + 1.0
Environment.Sky.SkyColor = Color(1.0, 0.5, 0.0)
Environment.Ambience.ReverbEffect = ReverbEffect.LongHallway
}
Contents
Reading and writing
- Exec only. A read runs the Get Environment Property gate and a write the
Set Environment Property gate, so both sit on an exec chain: a read outside
a handler is
WS007. - Names. An environment is named as the dialog labels it, without spaces
(
Environment.Ground), and a property by its name in the game. The editor completes both afterEnvironment.. - Types. Each property has its own type, listed below, and a write must
fit it (
WS003). Colors read and write ascolor. - What the game does with a write. The game converts and clamps a written value as the environment dialog would, and leaves a setting the dialog has locked alone.
- Enum properties. A property backed by a game enum reads as an
int(the member’s value) and takes either anintor a member of its enum when written. The members are listed at the end of this page. - Not every property is available. A property that holds an asset
reference, an array or a structure with no Wirescript type is listed with
the reason; reading or writing one is
WS003. - Errors. An environment or property that does not exist is
WS110, andEnvironment.Skywith no property is an error naming the properties it has. - Shadowing. A binding of the program’s own named
Environmenthides the builtin.
The list below is generated from the game build the compiler was built
against (just doc-environment), so it changes with the game.
Reference
Environment.Ambience
The game’s Ambience environment.
| Property | Reads and writes as |
|---|---|
SelectedAmbienceType | not available: an asset reference (class), which a property gate cannot carry yet |
AmbienceVolume | float |
ReverbEffect | int, or a ReverbEffect member |
Environment.Ground
The game’s Ground environment (stored as GroundPlate).
| Property | Reads and writes as |
|---|---|
Variance | float |
VarianceBrickSize | float |
GroundColor | color |
GroundAccentColor | color |
IsVisible | bool |
bUseStudTexture | bool |
Environment.Sky
The game’s Sky environment.
| Property | Reads and writes as |
|---|---|
TimeOfDay | float |
AnimateTimeOfDay | bool |
DayLength | float |
NightLength | float |
SunAngle | float |
SunScale | float |
SunHorizonScaleMultiplier | float |
SunlightColor | color |
SkyIntensity | float |
SkyColor | color |
MoonPhase | float |
MoonScale | float |
MoonlightIntensity | float |
MoonlightColor | color |
StarsIntensity | float |
StarsColor | color |
AuroraIntensity | float |
CloudCoverage | float |
Rain | float |
Snow | float |
Dust | float |
Thunder | float |
Wind | float |
WindDirection | float |
bCloseLightning | bool |
RainVolume | float |
CloseThunderVolume | float |
DistantThunderVolume | float |
WindVolume | float |
ClearFogDensity | float |
CloudyFogDensity | float |
ClearFogHeightFalloff | float |
CloudyFogHeightFalloff | float |
FogColor | color |
Environment.Lighting
The game’s Lighting environment (stored as Studio).
| Property | Reads and writes as |
|---|---|
Scenarios | not available: an array, which a property gate cannot carry |
Environment.Universe
The game’s Universe environment.
| Property | Reads and writes as |
|---|---|
UniverseRotation | rotator |
UniverseLightColor | color |
UniverseLightIntensity | float |
UniverseAmbientColor | color |
UniverseAmbientIntensity | float |
UniverseGravityScale | float |
bUniverseFloorEnabled | bool |
NebulaTexture | not available: an asset reference (object), which a property gate cannot carry yet |
NebulaColor | color |
NebulaRedBlueSwap | float |
NebulaSaturation | float |
NebulaPower | float |
NebulaBrightness | float |
NearStarsTexture | not available: an asset reference (object), which a property gate cannot carry yet |
NearStarsPower | float |
NearStarsBrightness | float |
FarStarsTexture | not available: an asset reference (object), which a property gate cannot carry yet |
FarStarsPower | float |
FarStarsBrightness | float |
Environment.Water
The game’s Water environment.
| Property | Reads and writes as |
|---|---|
WaterHeight | float |
WaterAbsorption | vector |
WaterScattering | vector |
WaterFogIntensity | float |
WaterFogAmbientColor | color |
WaterFogAmbientScale | float |
WaterFogScatteringColor | color |
WaterFogScatteringScale | float |
Enum members
ReverbEffect
Default (0), SmallRoom (1), LongHallway (2), ExteriorEcho (3)