StealthIndoorLightingArea
v1.4.8
A volume that replaces outdoor light levels for stealth vision. Scale the entity to the room. Agents inside are judged with AmbientLightStrength and SunMoonLightStrength.
Find placed ones in the Scene panel with s:StealthIndoorLightingArea. See Filter.
Where you put it
Place stealth_indoor_lighting_area from SandBox\Prefabs\lighting.xml. The mesh is editor_cube, visible only in the editor. Scale it over the interior.
What you set
That prefab stores this order.
| Panel field | What to do with it |
|---|---|
| AmbientLightStrength | Ambient level used while an agent is inside. The prefab stores 0. |
| SunMoonLightStrength | Sun or moon level used while an agent is inside. The prefab stores 0. |
| NavMeshPrefabName | Navmesh prefab. The prefab leaves it empty. |
What it does
Sentries rate how well they see an agent. Outside these volumes the daytime pair is ambient 0.7 and sun 1, and the nighttime pair is ambient 0.2 and moon 0.15. The first volume that contains the agent replaces both numbers with the two fields. A disguise mission collects every entity with this script when the mission starts.
Where it lives
Managed script, on the volume-box base. The prefab is stealth_indoor_lighting_area in SandBox\Prefabs\lighting.xml. No scene file stores the script.
Examples
Dark interior volume. That prefab. Both strengths 0, navmesh empty, editor-only cube. No scene override was stored.