Entity: Difference between revisions
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==== func_usable ==== | ==== func_usable ==== | ||
A object that can be visible ("on") and invisible ("off"). Typically used (together with a trigger) to create switches. | A object that can be visible ("on") and invisible ("off"). Typically used (together with a trigger) to create switches. | ||
== fx_entities == | |||
These create local or global effects. | |||
fx_rain, fx_snow and fx_wind create a global weather effect (appears throughout the entire map, in any "outside" areas). | |||
'''fx_runner''' creates a local effect, from an [[.efx]] file. | |||
==See also== | ==See also== |
Revision as of 13:54, 5 November 2021
An entity refers to anything that the player can interact with in an Id Tech 3 map. Weapons, items, NPCs, doors and switches are all types of entities.
The static geometry of a map is also an entity, known as "worldspawn".
Entity types
These are the types of entities in Jedi Outcast and Jedi Academy:
- ammo
- emplaced (emplaced guns)
- func (doors, moving platforms and elevators, breakable walls, glass, etc.)
- fx (effects such as smoke, fire and weather effects)
- holocron (force power items)
- info (player starting point)
- item (medikits, shields, batteries, bacta, etc.)
- light (light source)
- misc (miscellaneous entities, including 3d models, gun turrets, security panels, security cameras)
- NPC
- path_corner (waypoints for func_train)
- point_combat (combat location for NPCs)
- rail (special entities for creating the moving train effect in t1_rail level in Jedi Academy)
- ref_tag (location marker for scripts)
- target (perform various functions when activated)
- terrain
- trigger
- waypoint (used by NPCs for navigation)
- weapon
func entities
func entities are composed out of map geometry (brushes and/or curve patches).
func_breakable
This is used to create breakable walls, grates, and other structures.
func_door
A simple door.
func_rotating
A rotating structure, eg. a fan. Can be switched on and off.
func_static
In JO and JA, these are typically used to create objects which are moved by ICARUS scripts. For example, elevators, moving platforms and ramps.
func_train
An object that moves along a pre-defined path, set by path_corner entities.
func_usable
A object that can be visible ("on") and invisible ("off"). Typically used (together with a trigger) to create switches.
fx_entities
These create local or global effects.
fx_rain, fx_snow and fx_wind create a global weather effect (appears throughout the entire map, in any "outside" areas).
fx_runner creates a local effect, from an .efx file.