# Set Portrait Light

Grammar — Set Portrait light to Light
FlagsNative | Action

Sets the light for a portrait.

# Arguments

  • int<portrait> — Portrait
  • string<gamelink::Light> — Light

Returns — void

native void PortraitSetLight(int p, string lightLink);

Category: Portrait / Advanced

# Examples

campaigns/liberty.sc2campaignbase.sc2maps/maps/campaign/tzeratul02.sc2map/MapScript.galaxy:7134

    PortraitWaitForLoad(PortraitLastCreated());
    PortraitSetFullscreen(PortraitLastCreated(), true);
    PortraitSetLight(PortraitLastCreated(), "VC_Zeratul2_Planet");
    libNtve_gf_PortraitSetAnim(PortraitLastCreated(), "Stand A", "TriggerPortraitAnim", c_animFlagPlayForever, c_animTimeDefault);
    PortraitSetBorderVisible(PortraitLastCreated(), false);

campaigns/liberty.sc2campaignbase.sc2maps/maps/campaign/tzeratul04.sc2map/MapScript.galaxy:6719

    PortraitCreate(0, 0, c_anchorCenter, 237, 360, "VC_Zeratul4_Fade", "", "", false, true);
    gv_victoryPortrait = PortraitLastCreated();
    PortraitSetLight(gv_victoryPortrait, "PlanetViewUlnar");
    PortraitSetBorderVisible(gv_victoryPortrait, false);
    PortraitSetFullscreen(gv_victoryPortrait, true);

campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tzeratul02.sc2mapMapScript.galaxy:7134

    PortraitWaitForLoad(PortraitLastCreated());
    PortraitSetFullscreen(PortraitLastCreated(), true);
    PortraitSetLight(PortraitLastCreated(), "VC_Zeratul2_Planet");
    libNtve_gf_PortraitSetAnim(PortraitLastCreated(), "Stand A", "TriggerPortraitAnim", c_animFlagPlayForever, c_animTimeDefault);
    PortraitSetBorderVisible(PortraitLastCreated(), false);

campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tzeratul04.sc2mapMapScript.galaxy:6719

    PortraitCreate(0, 0, c_anchorCenter, 237, 360, "VC_Zeratul4_Fade", "", "", false, true);
    gv_victoryPortrait = PortraitLastCreated();
    PortraitSetLight(gv_victoryPortrait, "PlanetViewUlnar");
    PortraitSetBorderVisible(gv_victoryPortrait, false);
    PortraitSetFullscreen(gv_victoryPortrait, true);

campaigns/swarmstory.sc2campaignbase.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:1560

    else {
    }
    PortraitSetLight(libSwaC_gv_zS_PlanetPortrait, lv_light);
    GameSetLighting(lv_light, 0.0);
    libSwaC_gv_zS_PlanetPortraitEvoMissionLight = lp_light;

campaigns/voidstory.sc2campaignbase.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:2021

    {
    }
    PortraitSetLight(libVCMI_gv_pM_PlanetPortrait, lp_light);
    GameSetLighting(lp_light, 0.0);
    PortraitSetPosition(libVCMI_gv_pM_PlanetPortrait, c_anchorTopLeft, 0, 0);

mods/missionpacks/novacampaign.sc2modbase.sc2data/LibNCMI.galaxy:2701

    {
    }
    PortraitSetLight(libNCMI_gv_NM_PlanetPortrait, lp_light);
    GameSetLighting(lp_light, 0.0);
    PortraitSetPosition(libNCMI_gv_NM_PlanetPortrait, c_anchorTopLeft, 0, 0);

mods/voidprologue.sc2modbase.sc2data/LibA3DDD02B.galaxy:1246

    else {
    }
    PortraitSetLight(libA3DDD02B_gv_pP_PlanetPortrait, lv_light);
    GameSetLighting(lv_light, 0.0);
    libA3DDD02B_gv_pP_PlanetPortraitEvoMissionLight = lp_light;