Dota 2 Map Entities: Difference between revisions
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{{Orphan|date=January 2024}} | |||
{{lang|Dota 2 Map Entities}} | |||
{{Dota 2Tools topicons}} | |||
Dota 2 uses many entities and this page want to document these as well as their usage. | |||
== Critical Entities == | == Critical Entities == | ||
These entities are | These entities are necessary to run a map. | ||
List in no particular order - they're all needed: | |||
;info_player_start | |||
:Without this entity, your Dota will instantly crash. No data required. | |||
;World_bounds | |||
:Specifies the total size of your map. | |||
:<code>Max Bound</code> is filled with two positive values | |||
:<code>Min Bound</code> is filled with two negative values | |||
;ent_dota_game_events | |||
:Functionbridge to control different events (soundques, animations) on script-events. Not data required. | |||
;ent_dota_lightinfo | |||
:Controls the whole lightning and can be used to change the lightning for different sides on the map. | |||
:<code>Ambient Day Color</code> | |||
:<code>Ambient Night Color</code> | |||
:<code>Ambient Direction Day</code> | |||
:<code>Ambient Directeion Night</code> | |||
:<code>Ambient Scale Day</code> | |||
:<code>Ambient Scale Night</code> | |||
:<code>Day Color</code> | |||
:<code>Night Color</code> | |||
:<code>Fog Color Day</code> | |||
:<code>Fog Color Night</code> | |||
:<code>Fog End Day</code> ''''''Value:'''''' <code>3000</code> - Sets your Fogdistance | |||
:<code>Fog End Night</code> ''''''Value:'''''' <code>3000</code> - sets your Fogdistance | |||
:<code>Fog Height Day</code> | |||
:<code>Fog Height Night</code> | |||
:<code>Fog Height Color Day</code> | |||
:<code>Fog Height Color Night</code> | |||
:<code>Fog Start Day</code> ''''''Value:'''''' <code>1500</code> | |||
:<code>Fog Start Night</code> ''''''Value:'''''' <code>1500</code> | |||
:<code>Fog of War Color Blue Day</code> ''''''Value:'''''' <code>4</code> | |||
:<code>Fog of War Color Blue Night</code> ''''''Value:'''''' <code>4</code> | |||
:<code>Fog of War Color Green Day</code> ''''''Value:'''''' <code>3</code> | |||
:<code>Fog of War Color Green Night</code> ''''''Value:'''''' <code>3</code> | |||
:<code>Fog of War Color Red Day</code> ''''''Value:'''''' <code>2</code> | |||
:<code>Fog of War Color Red Night</code> ''''''Value:'''''' <code>2</code> | |||
:<code>Fog of War Darkness Day</code> ''''''Value:'''''' <code>2.7</code> | |||
:<code>Fog of War Darkness Night</code> ''''''Value:'''''' <code>2.7</code> | |||
:<code>Inner Radius</code> '''Value:''' <code>3500</code> | |||
:<code>Light Direction Day</code> '''Value:''' <code>43 313 0</code> | |||
:<code>Light Direction Night</code> '''Value:''' <code>43 313 0</code> | |||
:<code>Outer Radius</code> '''Value:''' <code>11000</code> | |||
:<code>Shadow Color Day</code> | |||
:<code>Shadow Color Night</code> | |||
:<code>Shadow Ground Scale Day</code> '''Value:''' <code>.2</code> | |||
:<code>Shadow Ground Scale Night</code> '''Value:''' <code>.25</code> | |||
:<code>Shadow Scale Day</code> '''Value:''' <code>.2</code> | |||
:<code>Shadow Scale Night</code> '''Value:''' <code>.25</code> | |||
:<code>Specular Color Day</code> | |||
:<code>Specular Color Night</code> | |||
;env_global_light | |||
:Lightning entity - controls cloud-shadowing as well. | |||
:<code>cloud1speed</code> '''Value:''' <code>120</code> | |||
:<code>specularcolor</code> '''Value:''' <code>165 161 255</code> | |||
:<code>cloud2direction</code> '''Value:''' <code>0 145 0</code> | |||
:<code>specularangles</code> '''Value:''' <code>60 270 0</code> | |||
:<code>cloud2speed</code> '''Value:''' <code>80</code> | |||
:<code>cloudscale</code> '''Value:''' <code>65000</code> | |||
:<code>groundscale</code> '''Value:''' <code>15</code> | |||
:<code>Start Disbled</code> '''Value:''' <code>No</code> | |||
:<code>Light Color</code> | |||
:<code>Color Transition Time</code> '''Value:''' <code>0.5</code> | |||
:<code>Distance</code> '''Value:''' <code>10000</code> | |||
:<code>FOV</code> '''Value:''' <code>5</code> | |||
:<code>NearZ Distance</code> '''Value:''' <code>4</code> | |||
:<code>North Offset</code> '''Value:''' <code>200</code> | |||
:<code>Texture Name</code> '''Value:''' <code>effects/blank_clouds_00</code> | |||
:<code>Enable Shadows</code> '''Value:''' <code>Yes</code> | |||
;game_ragdoll_manager | |||
:<code>Max Ragdoll Count</code> '''Value:''' <code>-1</code> | |||
:<code>Max Ragdoll Count DX8</code> Value <code>-1</code> | |||
;env_fog_controller | |||
:<code>HDRColorScale</code> '''Value:''' <code>1.0</code> | |||
:<code>no_reflection_fog</code> '''Value:''' <code>1</code> | |||
:<code>Name</code> '''Value:''' <code>goodside_fog</code> - Controller Name for side-dependant lightning | |||
:<code>Fog Enable</code> '''Value:''' <code>Yes</code> | |||
:<code>Fog Blend</code> '''Value:''' <code>No</code> | |||
:<code>Use Angles for Fog Dir</code> '''Value:''' <code>No</code> | |||
:<code>Primary Fog Color</code> | |||
:<code>Secondary Fog Color</code> | |||
:<code>Primary Fog Direction</code> '''Value:''' <code>1 0 0</code> | |||
:<code>Fog Start</code> '''Value:''' <code>1500</code> | |||
:<code>Fog End</code> '''Value:''' <code>3000</code> | |||
:<code>Fog Max Density [0...1]</code> '''Value:''' <code>1</code> | |||
:<code>Interpolate Time</code> '''Value:''' <code>5</code> | |||
:<code>Far Z Clip Plne</code> '''Value:''' <code>-1</code> | |||
;water_lod_control | |||
:<code>Start Transition to Cheap Water</code> '''Value:''' <code>10000</code> | |||
:<code>Start Transition to Cheap Water</code> '''Value:''' <code>20000</code> | |||
;env_tonemap_controller | |||
:<code>Name</code> '''Value:''' <code>tonemapcontroller</code> | |||
;logic_auto | |||
:Map based scripting entitity. See tutorial-maps for reference, but note that the tutorial maps also have the tutorial logic scripting system running on top which handles a lot of the events. | |||
;info_player_start_goodguys | |||
:Spawnboxes for Radiant | |||
;info_player_start_badguys | |||
:Spawnboxes for Dire | |||
You will need at least one Skybox and one displaced brush in order to make a functioning map. | |||
== Non-Critical Entities == | |||
;info_player_start_dota | |||
:Spawnbox for players in custom games | |||
== Custom Entities == | == Custom Entities == | ||
| Line 14: | Line 119: | ||
:This entity spawns runes on given grid point. | :This entity spawns runes on given grid point. | ||
:It is cruical to fill in '<code>Name</code>' with '<code>dota_item_rune_spawner</code>' in order to fully work. Without given name it doesn't spawn runes. | :It is cruical to fill in '<code>Name</code>' with '<code>dota_item_rune_spawner</code>' in order to fully work. Without given name it doesn't spawn runes. | ||
;ent_dota_tree | |||
:Used to place working trees with proper <code>ent_fow_blocker_node</code> and cutable with Tangoes or a Quelling Blade. | |||
:The models from the Dota-Files are confusing. The only models for the Dire with proper animations and a tree-stump are: <code>dire_tree004.mdl dire_tree004b.mdl dire_tree007.mdl dire_tree008.mdl</code> | |||
:In order to show up correctly you have to add following Key:'''Value:''' <code>body:1</code> | |||
[[Category:Dota 2 Workshop Tools]] | |||
Latest revision as of 22:40, 21 January 2024
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January 2024
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January 2024
Dota 2 uses many entities and this page want to document these as well as their usage.
Critical Entities
These entities are necessary to run a map. List in no particular order - they're all needed:
- info_player_start
- Without this entity, your Dota will instantly crash. No data required.
- World_bounds
- Specifies the total size of your map.
Max Boundis filled with two positive valuesMin Boundis filled with two negative values- ent_dota_game_events
- Functionbridge to control different events (soundques, animations) on script-events. Not data required.
- ent_dota_lightinfo
- Controls the whole lightning and can be used to change the lightning for different sides on the map.
Ambient Day ColorAmbient Night ColorAmbient Direction DayAmbient Directeion NightAmbient Scale DayAmbient Scale NightDay ColorNight ColorFog Color DayFog Color NightFog End Day'Value:'3000- Sets your FogdistanceFog End Night'Value:'3000- sets your FogdistanceFog Height DayFog Height NightFog Height Color DayFog Height Color NightFog Start Day'Value:'1500Fog Start Night'Value:'1500Fog of War Color Blue Day'Value:'4Fog of War Color Blue Night'Value:'4Fog of War Color Green Day'Value:'3Fog of War Color Green Night'Value:'3Fog of War Color Red Day'Value:'2Fog of War Color Red Night'Value:'2Fog of War Darkness Day'Value:'2.7Fog of War Darkness Night'Value:'2.7Inner RadiusValue:3500Light Direction DayValue:43 313 0Light Direction NightValue:43 313 0Outer RadiusValue:11000Shadow Color DayShadow Color NightShadow Ground Scale DayValue:.2Shadow Ground Scale NightValue:.25Shadow Scale DayValue:.2Shadow Scale NightValue:.25Specular Color DaySpecular Color Night- env_global_light
- Lightning entity - controls cloud-shadowing as well.
cloud1speedValue:120specularcolorValue:165 161 255cloud2directionValue:0 145 0specularanglesValue:60 270 0cloud2speedValue:80cloudscaleValue:65000groundscaleValue:15Start DisbledValue:NoLight ColorColor Transition TimeValue:0.5DistanceValue:10000FOVValue:5NearZ DistanceValue:4North OffsetValue:200Texture NameValue:effects/blank_clouds_00Enable ShadowsValue:Yes- game_ragdoll_manager
Max Ragdoll CountValue:-1Max Ragdoll Count DX8Value-1- env_fog_controller
HDRColorScaleValue:1.0no_reflection_fogValue:1NameValue:goodside_fog- Controller Name for side-dependant lightningFog EnableValue:YesFog BlendValue:NoUse Angles for Fog DirValue:NoPrimary Fog ColorSecondary Fog ColorPrimary Fog DirectionValue:1 0 0Fog StartValue:1500Fog EndValue:3000Fog Max Density [0...1]Value:1Interpolate TimeValue:5Far Z Clip PlneValue:-1- water_lod_control
Start Transition to Cheap WaterValue:10000Start Transition to Cheap WaterValue:20000- env_tonemap_controller
NameValue:tonemapcontroller- logic_auto
- Map based scripting entitity. See tutorial-maps for reference, but note that the tutorial maps also have the tutorial logic scripting system running on top which handles a lot of the events.
- info_player_start_goodguys
- Spawnboxes for Radiant
- info_player_start_badguys
- Spawnboxes for Dire
You will need at least one Skybox and one displaced brush in order to make a functioning map.
Non-Critical Entities
- info_player_start_dota
- Spawnbox for players in custom games
Custom Entities
These entities are tied to the gamemechanics, such as runes.
- dota_item_rune_spawner
- This entity spawns runes on given grid point.
- It is cruical to fill in '
Name' with 'dota_item_rune_spawner' in order to fully work. Without given name it doesn't spawn runes. - ent_dota_tree
- Used to place working trees with proper
ent_fow_blocker_nodeand cutable with Tangoes or a Quelling Blade. - The models from the Dota-Files are confusing. The only models for the Dire with proper animations and a tree-stump are:
dire_tree004.mdl dire_tree004b.mdl dire_tree007.mdl dire_tree008.mdl - In order to show up correctly you have to add following Key:Value:
body:1