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