Entity: Difference between revisions

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m (I goofed up on what exactly NPC stands for.)
m (Wikification)
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A object defined within the [[Source Engine]] as having characteristics which differentiate it from "the world" (world brushes).
A object defined within the [[Source Engine]] as having characteristics which differentiate it from "the [[worldspawn|world]]" (world brushes).


There are three main types of entities:
There are three main types of entities:
* '''Brush entities''' are built from brushes and covers its area of effect. They include things such as triggers, conveyor belts, and rain.
* '''[[Brush]] entities''' are built from brushes and covers its area of effect. They include things such as triggers, conveyor belts, and rain.
* '''Point 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.
* '''Point 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.
* '''Nodes''' 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.
* '''Nodes''' 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.
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There are several sub-types of point entities:
There are several sub-types of point entities:


* '''Logic entities''' are invisible entities that affect the game, including AI managers, lights, and choreography.
* '''Logic entities''' are invisible entities that affect the game, including [[:Category:AI|AI]] managers, lights, and choreography.
* '''Prop entities''' are non-living objects that uses a model for its appearance and function. They can be static-, dynamic- or physics-based.
* '''[[Prop Types Overview|Prop entities]]''' are non-living objects that uses a model for its appearance and function. They can be static-, dynamic- or physics-based.
* '''NPCs''' stands for "Non-Player Characters", and refers to all the bots (living/robotic opponents and allies beside the player(s)). They have predefined models and behavior AI of their own. {{todo|Vehicle drivers might be a possible exception that won't have a model. Please verify this.}}
* '''[[NPC]]s''' stands for "Non-Player Characters", and refers to all 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.


See [[List of entities]] for detailed descriptions on specific entities.
See [[List of entities]] for detailed descriptions on specific entities.

Revision as of 20:43, 5 April 2006

A object defined within the Source Engine as having characteristics which differentiate it from "the world" (world brushes).

There are three main types of entities:

  • Brush entities are built from brushes and covers its area of effect. They include things such as triggers, conveyor belts, and rain.
  • Point 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.
  • Nodes 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.

There are several sub-types of point entities:

  • Logic entities are invisible entities that affect the game, including AI managers, lights, and choreography.
  • Prop entities are non-living objects that uses a model for its appearance and function. They can be static-, dynamic- or physics-based.
  • NPCs stands for "Non-Player Characters", and refers to all 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.

See List of entities for detailed descriptions on specific entities.

See Also