Point entity: Difference between revisions
No edit summary |
No edit summary |
||
(26 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{LanguageBar}} | ||
{{draft}} | |||
{{toc-right}} | |||
{{seealso|[[:Category:Point entities]]}} | |||
'''Point | '''Point Entity''' is usually defined as simply an [[entity]] that is '''not''' a [[brush entity]] i.e. entity that is created by [[Hammer Entity Tool]] on specific point on a [[coordinates|grid]] instead of tying brushes to an entity. More meaningful definition for a point entity is an entity that doesn't render a 3D model and its position in the world affects its functionality. It still may have a visual component ([[env_sprite]], [[keyframe_rope]]) or create a visual component ([[infodecal]], [[info_particle_system]]) but most of them are without one ([[ambient_generic]], [[info_target]], [[point_hurt]], [[info_teleport_destination]], [[info_elevator_floor]]). | ||
Other types of entities that are also created on a specific point and are usually referred to as ''point entity'' are [[model entity|model entities]] and [[logical entity|logical entities]]. Point entities by these standards are most of the time subclasses of [[:Category:CPointEntity|CPointEntity]]. | |||
=== | == General types == | ||
These | === Target of other entities === | ||
These serve mainly to provide their position for other entities that target them. | |||
* [[info_target]] | |||
* [[info_teleport_destination]] | |||
* [[info_null]] | |||
* [[info_survivor_position]] | |||
* [[info_lighting]] | |||
* [[info_mass_center]] | |||
=== | === Spawners === | ||
Their position serves as a place where to spawn player/npc/weapon. | |||
* [[info_player_start]] | |||
* [[npc_maker]] | |||
* [[info_zombie_spawn]] | |||
* [[weapon_item_spawn]] | |||
* [[env_entity_maker]] | |||
===[[ | === Viewcontrol === | ||
* [[point_viewcontrol]] | |||
* [[point_viewcontrol_multiplayer]] | |||
* [[point_viewcontrol_survivor]] | |||
=== Visual === | |||
* [[env_sprite]] | |||
* [[infodecal]] | |||
* [[info_overlay]] | |||
* [[info_particle_system]] | |||
* [[move_rope]] | |||
=== Sound === | |||
* [[ambient_generic]] | |||
* [[env_soundscape]] | |||
* [[env_microphone]] - detects sound | |||
=== Lights === | |||
* [[light]] | |||
* [[light_spot]] | |||
* [[light_dynamic]] | |||
=== Other === | |||
* [[point_hurt]] | |||
* [[env_laser]] | |||
* [[point_playermoveconstraint]] | |||
=== More{{todo}} === | |||
== See also == | == See also == | ||
*[[Brush entity]] | * [[Brush entity]] | ||
*[[List of entities]] | * [[Model entity]] | ||
*[[:Category:Point Entities]] | * [[Logical entity]] | ||
* [[List of entities]] | |||
* [[:Category:Point Entities]] | |||
* coding [[Your First Entity]] <!-- important article that establishes definition logical and model entity but lacks point entity --> | |||
[[Category: | [[Category:Entities by type]] | ||
[[Category:Source]] |
Latest revision as of 08:19, 22 May 2025

Remember to check for any notes left by the tagger at this article's talk page.
Point Entity is usually defined as simply an entity that is not a brush entity i.e. entity that is created by Hammer Entity Tool on specific point on a grid instead of tying brushes to an entity. More meaningful definition for a point entity is an entity that doesn't render a 3D model and its position in the world affects its functionality. It still may have a visual component (env_sprite, keyframe_rope) or create a visual component (infodecal, info_particle_system) but most of them are without one (ambient_generic, info_target, point_hurt, info_teleport_destination, info_elevator_floor). Other types of entities that are also created on a specific point and are usually referred to as point entity are model entities and logical entities. Point entities by these standards are most of the time subclasses of CPointEntity.
General types
Target of other entities
These serve mainly to provide their position for other entities that target them.
- info_target
- info_teleport_destination
- info_null
- info_survivor_position
- info_lighting
- info_mass_center
Spawners
Their position serves as a place where to spawn player/npc/weapon.
Viewcontrol
Visual
Sound
- ambient_generic
- env_soundscape
- env_microphone - detects sound