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A object defined within the [[Source Engine]] as having characteristics which differentiate it from "the [[worldspawn|world]]" (world brushes).
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There are three main types of entities:
Entity is an object defined within {{src|4}} usually for the purpose of being interact-able by players or by other entities via [[I/O]] system. The world, which is a combination of all world brushes, {{ent|func_detail}} and {{ent|prop_static}} entities, is represented by an entity called {{ent|worldspawn}}.
==[[Brush]] entities==
These entities are built from brushes and depend on their geometrical volume (for example as an area of effect). They include things such as triggers, conveyor belts, and rain.
===How to create a brush entity===
# Create a new worldbrush.
# Select it in one of the 2D views.
# Right-click on it.
# Choose ''Tie to Entity'' from the right-click menu. (Or press <code>Ctrl+T</code>)
# Select the type of brush entity to create from the ''Class'' list.
# Click ''Apply''.
The standard for every brush entity is func_detail, which is solid for everything.


==Point Entities==
== Types of entities ==
These entities are created at a position point in the grid, and has no area of effect of its own, unless it is given a model.
Entities can be separated into few different type. From the perspective of [[Hammer]] editor they can be separated based on how they are created in the editor which is determined by their [[FGD]] definition.
===Logic entities===
These entities are invisible entities that affect the game, including [[:Category:AI|AI]] managers, lights, and [[:Category:Choreography|choreography]].
===[[Prop Types Overview|Prop entities]]===
These entities are mostly non-living objects that uses a model for its appearance and function. They can be static, dynamic, or physics. Some props can have AI, such as [[npc_rollermine]], and some props can have functionality, such as [[prop_vehicle]].
===[[NPC]] entities===
NPC entities are "Non-Player Characters"; they refers to all of the bots (living/robotic opponents and allies beside the player(s)). They have predefined behavior AI of their own; visible NPCs have their own models too.
==Nodes==
These entities are created like point entities, and will together create a network that will aid the NPCs (See below.) to gain knowledge about their surroundings, making them smarter than their basic programming.
==See Also==
*[[Entity Creation]]
*[[List of entities]]
*[[Internal entity]]


[[Category:Glossary]]
{| class="wikitable" style="width:100%"
! colspan=2 | By map editor
|-
! Types !! Info
|-
| align="center" | [[Brush&nbsp;entity]]
|A '''Brush entity''' is created by ''tying'' an entity to a BSP geometry [[brush]] in the map, giving the brush a specific effect or ability defined by the entity ''tied'' to it. When compiled the tied brushes are turned into [[bmodel|brush model]] used by this entity.
|-
| align="center" | [[Point entity]]
|'''Point entities''' are '''entities''' created at a specific position point on the [[coordinates|grid]]. Some require a model to be selected for them in order to function fully.
|}
 
{| class="wikitable" style="width:100%"
! colspan=2 | By how it's processed
|-
! Types !! Info
|-
|align="center"|[[:Category:Internal entities|Internal&nbsp;entity]]
|'''Internal entities''' are those which are processed by [[VBSP]] then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the [[entity limit]].<br>Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk.
|-
|align="center"|[[:Category:Semi-internal entities|Semi&#8209;internal&nbsp;entity]]
|'''Semi-internal entities''' are those entities which remain as an entity in the map and the compiler also does something special based on their classname in the same way as with internal entities.
For example [[func_areaportal]] brush model is moved to world by [[VBSP]] leaving the entity without any brush in a map file. Or [[func_detail_blocker]] which blocks creation of detail sprites during compile and remains in a map possibly just as an information for decompilers. Or even the [[light]] related entities which are processed by [[VRAD]] to compute lighting.
|-
|align="center"|[[:Category:Non-internal entities|Non&#8209;Internal&nbsp;entity]]
|'''Non-internal entities''' are not processed by [[VBSP]] (other than in case of brush entities converting the associated brushes into [[bmodel]]s) and remain as a separate entity.<br>These are typically interactive objects or characters that the player can interact with or that affect gameplay.
|}
 
{| class="wikitable" style="width:100%"
! colspan=2 | General separation from the game's perspective based on intended use
|-
! Types !! Info
|-
| align="center" | [[Brush&nbsp;entity]]
| Entities that use a [[bmodel|brush model]].
|-
| align="center" | [[Model&nbsp;entity]]
| Entities that use a [[3D model|studio model]]. For example {{ent|prop_static}}, {{ent|prop_physics}}, {{ent|prop_dynamic}}, {{ent|player}}, {{ent|npc_alyx}}. (they are almost always subclasses of [[CBaseAnimating]])
|-
| align="center" | [[Point&nbsp;entity]]
| Entities whose position is relevant for its functionality and don't use 3D model, most often no visual representation with exception of particles, sprites, decals. For example {{ent|info_target}}, {{ent|env_sprite}}, {{ent|infodecal}}, {{ent|info_particle_system}} (often derived from [[CPointEntity]] but it's not the rule)
|-
| align="center" | [[Logical&nbsp;entity]]
| Entities whose position is irrelevant to its functionality. For example {{ent|logic_auto}}, {{ent|logic_relay}}, {{ent|math_counter}}, {{ent|info_director}} (often derived from [[CLogicalEntity]] but it's not the rule as even logic_auto isn't)
|}
{{wikinote|Entity pages on this wiki should use the "in-game" separation to classify them}}
 
== Limitations ==
{{Main|Entity limit}}
For reasons of memory allocation, there is a limit to the number of '''entities''' {{source|4}} can manage at once.
 
The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of [[Source BSP File Format#Entity|entdata]] can take a noticeably long time to transmit from server to client, and may lead to crashes.
 
== See also ==
* [[:Category:Entities]]
* [[Adding Point Entities]] (part of a series of tutorials)
* [[Creating Brush Entities]] (ditto)
* [[Entity creation]] (a quick reference)
* [[Entities in Depth]]
* [[List of entities]]
* Coding [[Your First Entity]]
* Console command {{ent|dump_entity_sizes}}
* [[S_PreserveEnts|preserved entity]]
 
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[[Category:Source]]

Latest revision as of 06:35, 25 May 2025

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Entity is an object defined within Source Source usually for the purpose of being interact-able by players or by other entities via I/O system. The world, which is a combination of all world brushes, func_detail and prop_static entities, is represented by an entity called worldspawn.

Types of entities

Entities can be separated into few different type. From the perspective of Hammer editor they can be separated based on how they are created in the editor which is determined by their FGD definition.

By map editor
Types Info
Brush entity A Brush entity is created by tying an entity to a BSP geometry brush in the map, giving the brush a specific effect or ability defined by the entity tied to it. When compiled the tied brushes are turned into brush model used by this entity.
Point entity Point entities are entities created at a specific position point on the grid. Some require a model to be selected for them in order to function fully.
By how it's processed
Types Info
Internal entity Internal entities are those which are processed by VBSP then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the entity limit.
Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk.
Semi‑internal entity Semi-internal entities are those entities which remain as an entity in the map and the compiler also does something special based on their classname in the same way as with internal entities.

For example func_areaportal brush model is moved to world by VBSP leaving the entity without any brush in a map file. Or func_detail_blocker which blocks creation of detail sprites during compile and remains in a map possibly just as an information for decompilers. Or even the light related entities which are processed by VRAD to compute lighting.

Non‑Internal entity Non-internal entities are not processed by VBSP (other than in case of brush entities converting the associated brushes into bmodels) and remain as a separate entity.
These are typically interactive objects or characters that the player can interact with or that affect gameplay.
General separation from the game's perspective based on intended use
Types Info
Brush entity Entities that use a brush model.
Model entity Entities that use a studio model. For example prop_static, prop_physics, prop_dynamic, player, npc_alyx. (they are almost always subclasses of CBaseAnimating)
Point entity Entities whose position is relevant for its functionality and don't use 3D model, most often no visual representation with exception of particles, sprites, decals. For example info_target, env_sprite, infodecal, info_particle_system (often derived from CPointEntity but it's not the rule)
Logical entity Entities whose position is irrelevant to its functionality. For example logic_auto, logic_relay, math_counter, info_director (often derived from CLogicalEntity but it's not the rule as even logic_auto isn't)
Wiki Note:Entity pages on this wiki should use the "in-game" separation to classify them

Limitations

Main article:  Entity limit

For reasons of memory allocation, there is a limit to the number of entities Source Source can manage at once.

The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes.

See also