Logical entity: Difference between revisions

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(Created page with "{{draft}} Logical entity is a entity that has no visual representation and whose position in the map doesn't affect its functionality in any way. Usually subclasses of CLogicalEntity but not always (for example logic_auto, logic_script, logic_choreographed_scene) == See also == * model entity Category:Glossary")
 
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Logical entity is a entity that has no visual representation and whose position in the map doesn't affect its functionality in any way. Usually subclasses of [[CLogicalEntity]] but not always (for example [[logic_auto]], [[logic_script]], [[logic_choreographed_scene]])
{{seealso|[[:Category:Logical entities]]}}
Logical entity is an [[entity]] whose '''position in the map doesn't affect its functionality''' in any way. They affect the game, creating or adding to various environmental and game controlling systems, such as [[:Category:AI|AI]] managers, [[math_counter|math counters]], controlling [[env_fog_controller|fog]], [[shadow_control|dynamic shadows]], GUI elements, [[:Category:Choreography|choreography]] and more.
 
In [[FGD]] they are defined using either @PointClass (or @FilterClass in case of [[filters]]) and thus in [[Hammer]] placed by [[Hammer Entity Tool]].
 
 
If they don't need to directly or at all relay information to clients they are usually a subclass of [[CLogicalEntity]] thus not wasting an [[edict]] (some exceptions: {{ent|logic_auto}}, {{ent|logic_script}}, {{ent|logic_choreographed_scene}}) otherwise they are usually direct subclasses of [[CBaseEntity]], [[CPointEntity]] or [[:Category:CD CRulePointEntity|CRulePointEntity]].
 
{{toc-right}}
 
== Examples ==
=== Map properties ===
Entities that can be thought of as additional properties of the map and only one should exist at a given time.
* {{ent|water_lod_control}}
* {{ent|env_detail_controller}}
* {{ent|game_ragdoll_manager}}
* {{ent|shadow_control}}
 
=== Event detectors ===
Fires outputs based on some conditions occurring in-game like round starting, map loading for the first time or in certain gamemode.
* {{ent|logic_auto}}
* {{ent|logic_eventlistener}}
* {{l4ds}} {{ent|info_gamemode}}
 
=== Game controlling systems ===
* {{ent|info_director}}
* {{ent|soundent}}
* {{ent|terror_gamerules}}
* {{ent|vote_controller}}
{{note|Many are spawned automatically by the game}}
 
=== I/O logic ===
* {{ent|logic_branch}}
* {{ent|logic_case}}
* {{ent|logic_relay}}
{{seealso|[[Logic gate]]}}
 
=== Filters ===
* {{ent|filter_activator_name}}
* {{ent|filter_activator_class}}
* {{ent|filter_multi}}
{{seealso|[[Filters]]}}
 
=== Speech ===
* {{ent|logic_choreographed_scene}}
* {{ent|logic_scene_list_manager}}
 
=== GUI elements ===
* {{ent|env_message}}
* {{ent|env_hudhint}}
* {{ent|game_text}}
* {{ent|game_text_tf}}
 
=== Postprocess ===
* {{ent|Color_correction_(entity)|alt=color_correction}}
* {{ent|env_dof_controller}}
* {{ent|postprocess_controller}}
 
=== Other ===
* {{ent|env_fog_controller}}
* {{ent|env_zoom}}
* {{ent|point_clientcommand}}
* {{ent|ambient_music}}
* {{ent|sound_mix_layer}}


== See also ==
== See also ==
* [[model entity]]
* [[Point entity]]
* [[Brush entity]]
* [[Model entity]]
* Coding [[Your First Entity]]


[[Category:Glossary]]
[[Category:Glossary]]

Latest revision as of 02:58, 1 June 2025

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This is a draft page. It is a work in progress open to editing by anyone.
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Logical entity is an entity whose position in the map doesn't affect its functionality in any way. They affect the game, creating or adding to various environmental and game controlling systems, such as AI managers, math counters, controlling fog, dynamic shadows, GUI elements, choreography and more.

In FGD they are defined using either @PointClass (or @FilterClass in case of filters) and thus in Hammer placed by Hammer Entity Tool.


If they don't need to directly or at all relay information to clients they are usually a subclass of CLogicalEntity thus not wasting an edict (some exceptions: logic_auto, logic_script, logic_choreographed_scene) otherwise they are usually direct subclasses of CBaseEntity, CPointEntity or CRulePointEntity.

Examples

Map properties

Entities that can be thought of as additional properties of the map and only one should exist at a given time.

Event detectors

Fires outputs based on some conditions occurring in-game like round starting, map loading for the first time or in certain gamemode.

Game controlling systems

Note.pngNote:Many are spawned automatically by the game

I/O logic

See also:  Logic gate

Filters

See also:  Filters

Speech

GUI elements

Postprocess

Other

See also