Design:List of Entities

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A list of entities that can be placed in a level, and a brief description of each.

Introduction

This page comprises an alphabetical list of all entities that can be placed in a level.


Notable entities

The entities listed below are important, and you'll be using them (or versions of them) a lot.

  • atmosphere - Use this entity to add an atmosphere to your level.
  • info_player_start - A standard player spawn point.
  • light - A basic light.
  • light_ambient - Ambient light source. The light will affect all areas unless there are outside portals or ambient portals between them.
  • model_static - Used to put a static model in a map, it will be converted into surfaces in the proc file.


All 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.
  • bot_action_target - An action target. ex: for camp actions, this would indicate a place for a bot to look to while camped. Check the manual for more possible uses.
  • bot_dynamic_obstacle - A dynamic obstacle that will be used by the bots. Try to make the obstacle box axis aligned if possible
  • bot_locationremap - bot position for diffusing - place in valid AAS area for bot to effectively diffuse HE charge
  • bot_locationremap_target - bot position for diffusing - place in valid AAS area for bot to effectively diffuse HE charge
  • bot_reachability - An entity that forces a reachability between two areas, useful for jumps and teleporters. point it at another bot_reachability
  • bot_reachability_target - Target for a bot_reachability entity
  • bot_route_start - The start of an route chain.
  • bot_route_link - A link in a route chain. Check the manual for more possible uses.

carryable_

constructible_

deployable_

These let you place vehicles and deployables, for example to spawn vehicles when a team captures a spawn area.

env_

func_

gameplay_

hint_

info_

island_

item_

jammer_

light_

  • light - A basic light.
  • lightning -
  • light_ambient - Ambient light source. The light will affect all areas unless there are outside portals or ambient portals between them.
  • light_inside - A Light that does not cast light through outside portals.
  • light_interior - A Light that does not cast light through portals.
  • light_night - Light source. Only emits light when the current atmosphere is a night one.
  • light_vis_dummy - Allows a light_inside entity to cast light through portals.

liquid_

lodentity_

  • lodentity - Used internally by editWorld, don't create these yourself.

mapobjects_

misc_

model_

  • model_static - Used to put a static model in a map, it will be converted into surfaces in the proc file.

mountable_

moveable_

path_

  • path_corner - A node position on the path of a moving platform or door.

placement_

playzone_

  • playzone_all -
  • playzone_commandmap -
  • playzone_deploy - A brush entity indicating the deployable area of the map. Players may only place deployables within the X/Y extents of this brush.
  • playzone_marker - A brush entity indicating the area of the map in which an airstrike or violator marker will work. Any airstrike or violator markers that land outside of this area will not activate.
  • playzone_path_and_heightmap -
  • playzone_play - A brush entity indicating the playable area of the map. Players which stray outside the X/Y extents of this brush will take damage until they return.

radiant_

  • radiant_camera - Used internally by editWorld to define camera positions. Do not create manually.
  • radiant_group - Used internally by editWorld to group brushes and other groups together.

speaker_

strogg_

Entity Keys

classname strogg_scarab

No keys found.

See Also



structure_

stuffsystem_

  • stuffsystem - Use this entity to add a stuff system (grass, foliage,...) to the level.

target_

  • target_null - Target that removes itself after 100 msec

trigger_

vis_

  • vis_dummy - Used to ensure objects are drawn across portals when they usually wouldn't be.

waypoint_

worldspawn_

  • worldspawn - Every map should have exactly one worldspawn.