A positional light, or omnidirectional light, emits light in all directions from a specific location in the scene. Positional lights are ideal for light sources like torches and light bulbs. This type of light can be attached to tiles, objects, and characters by marking them as a light source from the Model Properties panel.
The table below describes each of the settings that can be adjusted for a positional light.
|Enabled||Determines the initial state of the light. You can use the Set Entity Light Enabled function to change the state of an entity's positional light source via scripting.|
|Color||Color of the light emitted. You can use the Set Entity Light Color function to change the color of an entity's positional light source via scripting.|
|Diameter||Diameter of the light. The higher the value, the further the light will reach within the scene.|
|Intensity||Overall brightness/energy of the light. The intensity value can range anywhere from 0 to 64, with a default value of 1.|
|Attenuation||Falloff/reduction of the light's intensity. The smaller the value, the less the intensity is reduced as the outer edges of the light are reached. For example, an attenuation value of zero causes the light to keep its full intensity even at the outer edges.|
|X Position||Increments/decrements the X coordinate value of the light's position within the map.|
|Y Position||Increments/decrements the Y coordinate value of the light's position within the map.|
|Height||Increments/decrements the Z coordinate value of the light's position within the map.|