Difference between revisions of "Design: Entity List"

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A list of entities that can be placed in a level, and a brief description of each.<includeonly>
 
  
{{main|Design: Entity List}}</includeonly><noinclude>
 
 
= Introduction =
 
 
This page comprises an alphabetical list of all entities that can be placed in a level.
 
 
 
= Entities by prefix =
 
 
== Atmosphere ==
 
* <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. <small>POINT-ENTITY</small>
 
* <tt>[[Design: Entity atmosphere_low|atmosphere_low]]</tt> - Use this entity to add an atmosphere to your level.
 
 
== Bot ==
 
These define bot behaviour and knowledge, such that bots can play the map.
 
 
* <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.
 
* <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)
 
* <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.
 
 
== Func ==
 
* <tt>[[Design: Entity func_aasobstacle|func_aasobstacle]]</tt> - blah blah
 
* <tt>[[Design: Entity func_activator|func_activator]]</tt> - blah blah
 
* <tt>[[Design: Entity func_door|func_door]]</tt> - a door (brush-based)
 
 
== Gameplay ==
 
* <tt>[[Design: Entity gameplay-construction-mining_laser-beacon|gameplay/construction/mining_laser/beacon]]</tt> - blah blah
 
 
== Light ==
 
* <tt>[[Design: Entity light|light]]</tt> - Light source.  If health is set, light becomes breakable and turns off when shot.
 
* <tt>[[Design: Entity light_ambient|light_ambient]]</tt> - sets the ambient appearance for confined (read: interior) areas
 
* <tt>[[Design: Entity light_inside|light_inside]]</tt> - casts light that does not cross portals
 
* <tt>[[Design: Entity light_interior|light_interior]]</tt> - casts light that does not cross portals
 
* <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.
 
* <tt>[[Design: Entity light_vis_dummy|light_vis_dummy]]</tt> - casts light that does not cross portals
 
 
== Mapobjects ==
 
* <tt>[[Design: Entity mapobjects_flag|mapobjects_flag]]</tt> - blah blah
 
* <tt>[[Design: Entity mapobjects_windsock|mapobjects_windsock]]</tt> - blah blah
 
 
 
== Model ==
 
* <tt>[[Design: Entity model_static|model_static]]</tt> - places a model
 
 
 
[[Category:Design]]
 
 
</noinclude>
 

Latest revision as of 12:36, 23 October 2007