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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".
This article describes selected entities.


==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)
* 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).


==== 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.


==== 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.


== 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.
== 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.
==== waypoint_navgoal ====
An NPC can be moved to this location with a script.


==See also==
==See also==
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