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