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.

See also