De/List of base entities: Difference between revisions
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{{ | {{LanguageBar}} | ||
| | Dies ist eine vollständige Liste aller Entitäten, die in jedem {{Source|4}}-Spiel verwendet werden. | ||
}} | |||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''[ai] K.I.''' | '''[ai] K.I.''' | ||
* | *{{L|ai_speechfilter}} | ||
'''[ambient] Ambient''' | '''[ambient] Ambient''' | ||
* | *{{L|ambient_generic}} | ||
'''[color] Farben''' | '''[color] Farben''' | ||
* | *{{L|Color correction (entity)|color_correction|de}} | ||
* | *{{L|color_correction_volume}} | ||
'''[cycler] Zyklen''' | '''[cycler] Zyklen''' | ||
* | *{{L|cycler}} | ||
'''[env] Umgebung''' | '''[env] Umgebung''' | ||
* | *{{L|env_beam}} | ||
* | *{{L|env_beverage}} | ||
* | *{{L|env_blood}} | ||
* | *{{L|env_bubbles}} | ||
* | *{{L|env_credits}} | ||
* | *{{L|env_cubemap}} | ||
* | *{{L|env_dustpuff}} | ||
* | *{{L|env_effectscript}} | ||
* | *{{L|env_embers}} | ||
* | *{{L|env_entity_igniter}} | ||
* | *{{L|env_entity_maker}} | ||
* | *{{L|env_explosion}} | ||
* | *{{L|env_fade}} | ||
* | *{{L|env_fire}} | ||
* | *{{L|env_firesensor}} | ||
* | *{{L|env_firesource}} | ||
* | *{{L|env_fog_controller}} | ||
* | *{{L|env_funnel}} | ||
* | *{{L|env_hudhint}} | ||
* | *{{L|env_laser}} | ||
* | *{{L|env_lightglow}} | ||
* | *{{L|env_message}} | ||
* | *{{L|env_microphone}} | ||
* | *{{L|env_particle_performance_monitor}} | ||
* | *{{L|env_particlelight}} | ||
* | *{{L|env_particlescript}} | ||
* | *{{L|env_physexplosion}} | ||
* | *{{L|env_physimpact}} | ||
* | *{{L|env_player_surface_trigger}} | ||
* | *{{L|env_projectedtexture}} | ||
* | *{{L|env_rotorshooter}} | ||
* | *{{L|env_rotorwash_emitter}} | ||
* | *{{L|env_screeneffect}} | ||
* | *{{L|env_screenoverlay}} | ||
* | *{{L|env_shake}} | ||
* | *{{L|env_shooter}} | ||
* | *{{L|env_smokestack}} | ||
* | *{{L|env_smoketrail}} | ||
* | *{{L|env_soundscape}} | ||
* | *{{L|env_soundscape_proxy}} | ||
* | *{{L|env_soundscape_triggerable}} | ||
* | *{{L|env_spark}} | ||
* | *{{L|env_splash}} | ||
* | *{{L|env_sprite}} | ||
* | *{{L|env_sprite_oriented}} | ||
* | *{{L|env_spritetrail}} | ||
* | *{{L|env_steam}} | ||
* | *{{L|env_sun}} | ||
* | *{{L|env_texturetoggle}} | ||
* | *{{L|env_tonemap_controller}} | ||
* | *{{L|env_viewpunch}} | ||
* | *{{L|env_wind}} | ||
* | *{{L|env_zoom}} | ||
'''[filter] Filter''' | '''[filter] Filter''' | ||
* | *{{L|filter_activator_class}} | ||
* | *{{L|filter_activator_mass_greater}} | ||
* | *{{L|filter_activator_name}} | ||
* | *{{L|filter_damage_type}} | ||
* | *{{L|filter_enemy}} | ||
* | *{{L|filter_multi}} | ||
'''[func] Funktionen''' | '''[func] Funktionen''' | ||
* | *{{L|func_areaportal}} | ||
* | *{{L|func_areaportalwindow}} | ||
* | *{{L|func_breakable}} | ||
* | *{{L|func_breakable_surf}} | ||
* | *{{L|func_brush}} | ||
* | *{{L|func_button}} | ||
* | *{{L|func_clip_vphysics}} | ||
* | *{{L|func_conveyor}} | ||
* | *{{L|func_detail}} | ||
* | *{{L|func_door}} | ||
* | *{{L|func_door_rotating}} | ||
* | *{{L|func_dustcloud}} | ||
* | *{{L|func_dustmotes}} | ||
* | *{{L|func_fish_pool}} | ||
* | *{{L|func_guntarget}} | ||
* | *{{L|func_illusionary}} | ||
* | *{{L|func_instance}} | ||
* | *{{L|func_instance_parms}} | ||
* | *{{L|func_ladderendpoint}} | ||
* | *{{L|func_lod}} | ||
* | *{{L|func_movelinear}} | ||
* | *{{L|func_occluder}} | ||
* | *{{L|func_physbox}} | ||
* | *{{L|func_platrot}} | ||
* | *{{L|func_precipitation}} | ||
* | *{{L|func_reflective_glass}} | ||
* | *{{L|func_rot_button}} | ||
* | *{{L|func_rotating}} | ||
* | *{{L|func_smokevolume}} | ||
* | *{{L|func_tanktrain}} | ||
* | *{{L|func_trackautochange}} | ||
* | *{{L|func_trackchange}} | ||
* | *{{L|func_tracktrain}} | ||
* | *{{L|func_traincontrols}} | ||
* | *{{L|func_useableladder}} | ||
* | *{{L|func_viscluster}} | ||
* | *{{L|func_wall}} | ||
* | *{{L|func_wall_toggle}} | ||
* | *{{L|func_water_analog}} | ||
'''[game] Spieleigenschaften''' | '''[game] Spieleigenschaften''' | ||
* | *{{L|game_end}} | ||
* | *{{L|game_gib_manager}} | ||
* | *{{L|game_player_equip}} | ||
* | *{{L|game_player_team}} | ||
* | *{{L|game_ragdoll_manager}} | ||
* | *{{L|game_score}} | ||
* | *{{L|game_text}} | ||
* | *{{L|game_ui}} | ||
* | *{{L|game_weapon_manager}} | ||
* | *{{L|game_zone_player}} | ||
'''[gibshooter] GibsErzeuger''' | '''[gibshooter] GibsErzeuger''' | ||
* | *{{L|gibshooter}} | ||
'''[hammer] Hammereditor''' | '''[hammer] Hammereditor''' | ||
* | *{{L|hammer_updateignorelist}} | ||
'''[info] Informationen''' | '''[info] Informationen''' | ||
* | *{{L|info_camera_link}} | ||
* | *{{L|info_constraint_anchor}} | ||
* | *{{L|info_hint}} | ||
* | *{{L|info_intermission}} | ||
* | *{{L|info_ladder_dismount}} | ||
* | *{{L|info_landmark}} | ||
* | *{{L|info_lighting}} | ||
* | *{{L|info_mass_center}} | ||
* | *{{L|info_no_dynamic_shadow}} | ||
* | *{{L|info_node}} | ||
* | *{{L|info_node_air}} | ||
* | *{{L|info_node_air_hint}} | ||
* | *{{L|info_node_climb}} | ||
* | *{{L|info_node_hint}} | ||
* | *{{L|info_node_link}} | ||
* | *{{L|info_node_link_controller}} | ||
* | *{{L|info_npc_spawn_destination}} | ||
* | *{{L|info_null}} | ||
* | *{{L|info_overlay}} | ||
* | *{{L|info_overlay_transition}} | ||
* | *{{L|info_particle_system}} | ||
* | *{{L|info_player_start}} | ||
* | *{{L|info_projecteddecal}} | ||
* | *{{L|info_radial_link_controller}} | ||
* | *{{L|info_target}} | ||
* | *{{L|info_teleport_destination}} | ||
'''[infodecal]''' | '''[infodecal]''' | ||
* | *{{L|infodecal}} | ||
'''[keyframe]''' | '''[keyframe]''' | ||
* | *{{L|keyframe_rope}} | ||
* | *{{L|keyframe_track}} | ||
'''[light] Licht''' | '''[light] Licht''' | ||
* | *{{L|light}} | ||
* | *{{L|light_dynamic}} | ||
* | *{{L|light_environment}} | ||
* | *{{L|light_spot}} | ||
'''[logic] Logik''' | '''[logic] Logik''' | ||
* | *{{L|logic_active_autosave}} | ||
* | *{{L|logic_auto}} | ||
* | *{{L|logic_autosave}} | ||
* | *{{L|logic_branch}} | ||
* | *{{L|logic_branch_listener}} | ||
* | *{{L|logic_case}} | ||
* | *{{L|logic_collision_pair}} | ||
* | *{{L|logic_compare}} | ||
* | *{{L|logic_lineto}} | ||
* | *{{L|logic_measure_movement}} | ||
* | *{{L|logic_multicompare}} | ||
* | *{{L|logic_navigation}} | ||
* | *{{L|logic_playerproxy}} | ||
* | *{{L|logic_relay}} | ||
* | *{{L|logic_timer}} | ||
'''[material] Material''' | '''[material] Material''' | ||
* | *{{L|material_modify_control}} | ||
'''[math] Mathematik''' | '''[math] Mathematik''' | ||
* | *{{L|math_colorblend}} | ||
* | *{{L|math_counter}} | ||
* | *{{L|math_remap}} | ||
'''[momentary]''' | '''[momentary]''' | ||
* | *{{L|momentary_rot_button}} | ||
'''[move] Bewegung''' | '''[move] Bewegung''' | ||
* | *{{L|move_keyframed}} | ||
* | *{{L|move_rope}} | ||
* | *{{L|move_track}} | ||
'''[npc] NonPlayer Characters''' | '''[npc] NonPlayer Characters''' | ||
* | *{{L|npc_furniture}} | ||
* | *{{L|npc_puppet}} | ||
* | *{{L|npc_template_maker}} | ||
'''[path] Pfade''' | '''[path] Pfade''' | ||
* | *{{L|path_track}} | ||
'''[phys] Physik''' | '''[phys] Physik''' | ||
* | *{{L|phys_ballsocket}} | ||
* | *{{L|phys_constraint}} | ||
* | *{{L|phys_constraintsystem}} | ||
* | *{{L|phys_convert}} | ||
* | *{{L|phys_hinge}} | ||
* | *{{L|phys_keepupright}} | ||
* | *{{L|phys_lengthconstraint}} | ||
* | *{{L|phys_magnet}} | ||
* | *{{L|phys_motor}} | ||
* | *{{L|phys_pulleyconstraint}} | ||
* | *{{L|phys_ragdollconstraint}} | ||
* | *{{L|phys_ragdollmagnet}} | ||
* | *{{L|phys_slideconstraint}} | ||
* | *{{L|phys_spring}} | ||
* | *{{L|phys_thruster}} | ||
* | *{{L|phys_torque}} | ||
* | *{{L|physics_cannister}} | ||
'''[point] Punktelemente''' | '''[point] Punktelemente''' | ||
* | *{{L|point_anglesensor}} | ||
* | *{{L|point_angularvelocitysensor}} | ||
* | *{{L|point_bonusmaps_accessor}} | ||
* | *{{L|point_clientcommand}} | ||
* | *{{L|point_devshot_camera}} | ||
* | *{{L|point_enable_motion_fixup}} | ||
* | *{{L|point_gamestats_counter}} | ||
* | *{{L|point_hurt}} | ||
* | *{{L|point_message}} | ||
* | *{{L|point_playermoveconstraint}} | ||
* | *{{L|point_posecontroller}} | ||
* | *{{L|point_proximity_sensor}} | ||
* | *{{L|point_servercommand}} | ||
* | *{{L|point_spotlight}} | ||
* | *{{L|point_teleport}} | ||
* | *{{L|point_template}} | ||
* | *{{L|point_tesla}} | ||
* | *{{L|point_velocitysensor}} | ||
* | *{{L|point_viewcontrol}} | ||
'''[prop] Requisiten''' | '''[prop] Requisiten''' | ||
* | *{{L|prop_detail}} | ||
* | *{{L|prop_door_rotating}} | ||
* | *{{L|prop_dynamic}} | ||
* | *{{L|prop_dynamic_ornament}} | ||
* | *{{L|prop_dynamic_override}} | ||
* | *{{L|prop_physics}} | ||
* | *{{L|prop_physics_multiplayer}} | ||
* | *{{L|prop_physics_override}} | ||
* | *{{L|prop_ragdoll}} | ||
* | *{{L|prop_static}} | ||
'''[shadow] Schatten''' | '''[shadow] Schatten''' | ||
* | *{{L|shadow_control}} | ||
'''[sky] Himmel''' | '''[sky] Himmel''' | ||
* | *{{L|sky_camera}} | ||
'''[tanktrain]''' | '''[tanktrain]''' | ||
* | *{{L|tanktrain_ai}} | ||
* | *{{L|tanktrain_aitarget}} | ||
'''[test]''' | '''[test]''' | ||
* | *{{L|test_traceline}} | ||
'''[trigger] Umschalter''' | '''[trigger] Umschalter''' | ||
* | *{{L|trigger_autosave}} | ||
* | *{{L|trigger_changelevel}} | ||
* | *{{L|trigger_gravity}} | ||
* | *{{L|trigger_hurt}} | ||
* | *{{L|trigger_impact}} | ||
* | *{{L|trigger_look}} | ||
* | *{{L|trigger_multiple}} | ||
* | *{{L|trigger_once}} | ||
* | *{{L|trigger_playermovement}} | ||
* | *{{L|trigger_proximity}} | ||
* | *{{L|trigger_push}} | ||
* | *{{L|trigger_remove}} | ||
* | *{{L|trigger_serverragdoll}} | ||
* | *{{L|trigger_soundscape}} | ||
* | *{{L|trigger_teleport}} | ||
* | *{{L|trigger_transition}} | ||
* | *{{L|trigger_wind}} | ||
'''[vgui]''' | '''[vgui]''' | ||
* | *{{L|vgui_screen}} | ||
* | *{{L|vgui_slideshow_display}} | ||
'''[water] Wasser''' | '''[water] Wasser''' | ||
* | *{{L|water_lod_control}} | ||
'''[worldspawn]''' | '''[worldspawn]''' | ||
* | *{{L|worldspawn}} | ||
}} | }} | ||
==See also== | ==See also== | ||
* | *{{L|List of entities}} | ||
* | *{{L|List of HL2 entities}} | ||
* | *{{L|List of HL2DM entities}} | ||
* | *{{L|List of CS:S entities}} | ||
* | *{{L|List of DoD:S entities}} | ||
* | *{{L|List of Ship entities}} | ||
* | *{{L|List of SE1 entities}} | ||
* | *{{L|List of DM entities}} | ||
{{ACategory|Entities}} |
Latest revision as of 11:55, 25 March 2025
Dies ist eine vollständige Liste aller Entitäten, die in jedem Source-Spiel verwendet werden.
[ai] K.I.
[ambient] Ambient
[color] Farben
[cycler] Zyklen
[env] Umgebung
- env_beam
- env_beverage
- env_blood
- env_bubbles
- env_credits
- env_cubemap
- env_dustpuff
- env_effectscript
- env_embers
- env_entity_igniter
- env_entity_maker
- env_explosion
- env_fade
- env_fire
- env_firesensor
- env_firesource
- env_fog_controller
- env_funnel
- env_hudhint
- env_laser
- env_lightglow
- env_message
- env_microphone
- env_particle_performance_monitor
- env_particlelight
- env_particlescript
- env_physexplosion
- env_physimpact
- env_player_surface_trigger
- env_projectedtexture
- env_rotorshooter
- env_rotorwash_emitter
- env_screeneffect
- env_screenoverlay
- env_shake
- env_shooter
- env_smokestack
- env_smoketrail
- env_soundscape
- env_soundscape_proxy
- env_soundscape_triggerable
- env_spark
- env_splash
- env_sprite
- env_sprite_oriented
- env_spritetrail
- env_steam
- env_sun
- env_texturetoggle
- env_tonemap_controller
- env_viewpunch
- env_wind
- env_zoom
[filter] Filter
- filter_activator_class
- filter_activator_mass_greater
- filter_activator_name
- filter_damage_type
- filter_enemy
- filter_multi
[func] Funktionen
- func_areaportal
- func_areaportalwindow
- func_breakable
- func_breakable_surf
- func_brush
- func_button
- func_clip_vphysics
- func_conveyor
- func_detail
- func_door
- func_door_rotating
- func_dustcloud
- func_dustmotes
- func_fish_pool
- func_guntarget
- func_illusionary
- func_instance
- func_instance_parms
- func_ladderendpoint
- func_lod
- func_movelinear
- func_occluder
- func_physbox
- func_platrot
- func_precipitation
- func_reflective_glass
- func_rot_button
- func_rotating
- func_smokevolume
- func_tanktrain
- func_trackautochange
- func_trackchange
- func_tracktrain
- func_traincontrols
- func_useableladder
- func_viscluster
- func_wall
- func_wall_toggle
- func_water_analog
[game] Spieleigenschaften
- game_end
- game_gib_manager
- game_player_equip
- game_player_team
- game_ragdoll_manager
- game_score
- game_text
- game_ui
- game_weapon_manager
- game_zone_player
[gibshooter] GibsErzeuger
[hammer] Hammereditor
[info] Informationen
- info_camera_link
- info_constraint_anchor
- info_hint
- info_intermission
- info_ladder_dismount
- info_landmark
- info_lighting
- info_mass_center
- info_no_dynamic_shadow
- info_node
- info_node_air
- info_node_air_hint
- info_node_climb
- info_node_hint
- info_node_link
- info_node_link_controller
- info_npc_spawn_destination
- info_null
- info_overlay
- info_overlay_transition
- info_particle_system
- info_player_start
- info_projecteddecal
- info_radial_link_controller
- info_target
- info_teleport_destination
[infodecal]
[keyframe]
[light] Licht
[logic] Logik
- logic_active_autosave
- logic_auto
- logic_autosave
- logic_branch
- logic_branch_listener
- logic_case
- logic_collision_pair
- logic_compare
- logic_lineto
- logic_measure_movement
- logic_multicompare
- logic_navigation
- logic_playerproxy
- logic_relay
- logic_timer
[material] Material
[math] Mathematik
[momentary]
[move] Bewegung
[npc] NonPlayer Characters
[path] Pfade
[phys] Physik
- phys_ballsocket
- phys_constraint
- phys_constraintsystem
- phys_convert
- phys_hinge
- phys_keepupright
- phys_lengthconstraint
- phys_magnet
- phys_motor
- phys_pulleyconstraint
- phys_ragdollconstraint
- phys_ragdollmagnet
- phys_slideconstraint
- phys_spring
- phys_thruster
- phys_torque
- physics_cannister
[point] Punktelemente
- point_anglesensor
- point_angularvelocitysensor
- point_bonusmaps_accessor
- point_clientcommand
- point_devshot_camera
- point_enable_motion_fixup
- point_gamestats_counter
- point_hurt
- point_message
- point_playermoveconstraint
- point_posecontroller
- point_proximity_sensor
- point_servercommand
- point_spotlight
- point_teleport
- point_template
- point_tesla
- point_velocitysensor
- point_viewcontrol
[prop] Requisiten
- prop_detail
- prop_door_rotating
- prop_dynamic
- prop_dynamic_ornament
- prop_dynamic_override
- prop_physics
- prop_physics_multiplayer
- prop_physics_override
- prop_ragdoll
- prop_static
[shadow] Schatten
[sky] Himmel
[tanktrain]
[test]
[trigger] Umschalter
- trigger_autosave
- trigger_changelevel
- trigger_gravity
- trigger_hurt
- trigger_impact
- trigger_look
- trigger_multiple
- trigger_once
- trigger_playermovement
- trigger_proximity
- trigger_push
- trigger_remove
- trigger_serverragdoll
- trigger_soundscape
- trigger_teleport
- trigger_transition
- trigger_wind
[vgui]
[water] Wasser
[worldspawn]