Difference between revisions of "Design: Entity List"
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== Atmosphere == | == Atmosphere == | ||
* <tt>[[Design: Entity atmosphere|atmosphere]]</tt> - Use this entity to add an atmosphere to your level. | * <tt>[[Design: Entity atmosphere|atmosphere]]</tt> - Use this entity to add an atmosphere to your level. | ||
− | * <tt>[[Design: Entity atmosphere_landfall|atmosphere_landfall]]</tt> - Use this entity to add an atmosphere to your level. Target a path_corner. | + | * <tt>[[Design: Entity atmosphere_landfall|atmosphere_landfall]]</tt> - Use this entity to add an atmosphere to your level. Target a path_corner. |
* <tt>[[Design: Entity atmosphere_low|atmosphere_low]]</tt> - Use this entity to add an atmosphere to your level. | * <tt>[[Design: Entity atmosphere_low|atmosphere_low]]</tt> - Use this entity to add an atmosphere to your level. | ||
Revision as of 09:51, 17 October 2007
A list of entities that can be placed in a level, and a brief description of each.
Contents
Introduction
This page comprises an alphabetical list of all entities that can be placed in a level.
Entities by prefix
Atmosphere
- atmosphere - Use this entity to add an atmosphere to your level.
- atmosphere_landfall - Use this entity to add an atmosphere to your level. Target a path_corner.
- atmosphere_low - Use this entity to add an atmosphere to your level.
Bot
These define bot behaviour and knowledge, such that bots can play the map.
- bot_action - A hint to indicate to the bots where/what particular goal/behavior can be done at this location.
- bot_action_bbox - A hint to indicate the area of the bot action goal that can be done at this location. (brush-based)
- bot_action_target - An action target. ex: for camp actions, this would indicate a place for a bot to look to while camped.
Func
- func_aasobstacle - blah blah
- func_activator - blah blah
- func_door - a door (brush-based)
Gameplay
- gameplay/construction/mining_laser/beacon - blah blah
Light
- light - Light source. If health is set, light becomes breakable and turns off when shot.
- light_ambient - sets the ambient appearance for confined (read: interior) areas
- light_inside - casts light that does not cross portals
- light_interior - casts light that does not cross portals
- light_night - Light source. If health is set, light becomes breakable and turns off when shot. Only emits light when the current atmosphere is a night one.
- light_vis_dummy - casts light that does not cross portals
Mapobjects
- mapobjects_flag - blah blah
- mapobjects_windsock - blah blah
Model
- model_static - places a model