Entity
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".
This article describes selected entities.
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)
- team (entities for team multiplayer maps, eg. player spawnpoints and CTF flags)
- terrain
- trigger
- waypoint (used by NPCs for navigation)
- weapon
func entities
func entities are composed out of map geometry (brushes and/or curve patches). They can, however, be made from a nodraw brush and a 3D model assigned via the "model2" key.
func_breakable
This is used to create breakable walls, grates, and other structures.
func_door
A simple door. Can be opened by proximity (default), the "use" button, or Force Push.
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.
misc entities
misc_ammo_floor_unit
An ammo recharge station.
misc_atst_drivable
An ATST walker that the player can drive. (Like in the Yavin Canyon SP map).
misc_camera
A security camera, which the player can look through.
misc_ion_cannon
Big ion cannon, used in Artus and Hoth SP maps.
misc_maglock
Magnetic lock, seals doors until destroyed by a lightsaber.
misc_model
Allows placement of a md3 (or .ase) model. Is converted into bsp.
misc_model_breakable
A breakable md3 model. Can also be moved by scripts and ROFF.
misc_model_static
A static (non-breakable) md3 model. Not converted into bsp.
misc_panel_turret
A gun turret that the player can control remotely.
misc_security_panel
Requires a matching item_security_key to unlock.
misc_shield_floor_unit
A shield recharge station
misc_skyportal
Creates a sky portal at the location.
misc_turret
A gun turret.
misc_weather_zone
Sets a region to check for weather contents (inside or outside brushes). Should be used with a weatherzone brush.
NPC entities
NPC_spawner
Used to spawn a custom made NPC.
NPC_vehicle
A vehicle.
point_combat
NPCs equipped with guns move to these locations to fight.
rail entities
These are special entities used to create a moving train / tram illusion, as in t1_rail.
It is in fact the scenery (buildings) which are moving entities, while the "train" is actually stationary (worldspawn).
target entities
target_level_change
Ends the current level.
target_scriptrunner
Runs an Icarus script.
target_speaker
Plays a sound. Can be assigned a SoundSet or a .wav file.
trigger entities
Triggers should be made entirely out of a brush (or brushes) textured with the trigger shader.
trigger_hurt
Does damage to players and/or NPCs. Can be set to an electrocution effect, or falling (pit) effect.
trigger_multiple
A standard trigger, which can be used to make switches (if "facing" and "use button" spawnflags are set).
trigger_once
Like trigger multiple, but can only be triggered once.
trigger_push
Pushes players and/or NPCs in a certain direction. Can be used to create wind tunnels and conveyor belts.
trigger_visible
A trigger which is triggered by being looked at. Can be set to force sight only.
waypoint entities
waypoint
These are used by NPCs (like Stormtroopers) for navigation. A map requires a network of connected waypoints; otherwise, NPCs will not be able to move around. Jedi and other lightsaber wielding NPCs do not require waypoints.
An NPC can be moved to this location with a script.