Entity: Difference between revisions

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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
* waypoint (used by NPCs for navigation)
* waypoint (used by NPCs for navigation)
* weapon
* 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.
==== waypoint_navgoal ====
An NPC can be moved to this location with a script.
==See also==
* [https://icculus.org/gtkradiant/documentation/q3radiant_manual/ch02/pg2_1.htm#entities GtkRadiant Manual]
[[Category: General Modding]]
[[Category: Terms]]

Latest revision as of 11:25, 8 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".

This article describes selected entities.

Entity types[edit]

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[edit]

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[edit]

This is used to create breakable walls, grates, and other structures.

func_door[edit]

A simple door. Can be opened by proximity (default), the "use" button, or Force Push.

func_rotating[edit]

A rotating structure, eg. a fan. Can be switched on and off.

func_static[edit]

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[edit]

An object that moves along a pre-defined path, set by path_corner entities.

func_usable[edit]

A object that can be visible ("on") and invisible ("off"). Typically used (together with a trigger) to create switches.

fx entities[edit]

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[edit]

misc_ammo_floor_unit[edit]

An ammo recharge station.

misc_atst_drivable[edit]

An ATST walker that the player can drive. (Like in the Yavin Canyon SP map).

misc_camera[edit]

A security camera, which the player can look through.

misc_ion_cannon[edit]

Big ion cannon, used in Artus and Hoth SP maps.

misc_maglock[edit]

Magnetic lock, seals doors until destroyed by a lightsaber.

misc_model[edit]

Allows placement of a md3 (or .ase) model. Is converted into bsp.

misc_model_breakable[edit]

A breakable md3 model. Can also be moved by scripts and ROFF.

misc_model_static[edit]

A static (non-breakable) md3 model. Not converted into bsp.

misc_panel_turret[edit]

A gun turret that the player can control remotely.

misc_security_panel[edit]

Requires a matching item_security_key to unlock.

misc_shield_floor_unit[edit]

A shield recharge station

misc_skyportal[edit]

Creates a sky portal at the location.

misc_turret[edit]

A gun turret.

misc_weather_zone[edit]

Sets a region to check for weather contents (inside or outside brushes). Should be used with a weatherzone brush.

NPC entities[edit]

NPC_spawner[edit]

Used to spawn a custom made NPC.

NPC_vehicle[edit]

A vehicle.

point_combat[edit]

NPCs equipped with guns move to these locations to fight.

rail entities[edit]

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[edit]

target_level_change[edit]

Ends the current level.

target_scriptrunner[edit]

Runs an Icarus script.

target_speaker[edit]

Plays a sound. Can be assigned a SoundSet or a .wav file.

trigger entities[edit]

Triggers should be made entirely out of a brush (or brushes) textured with the trigger shader.

trigger_hurt[edit]

Does damage to players and/or NPCs. Can be set to an electrocution effect, or falling (pit) effect.

trigger_multiple[edit]

A standard trigger, which can be used to make switches (if "facing" and "use button" spawnflags are set).

trigger_once[edit]

Like trigger multiple, but can only be triggered once.

trigger_push[edit]

Pushes players and/or NPCs in a certain direction. Can be used to create wind tunnels and conveyor belts.

trigger_visible[edit]

A trigger which is triggered by being looked at. Can be set to force sight only.

waypoint entities[edit]

waypoint[edit]

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[edit]

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

See also[edit]