Entity: Difference between revisions
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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. | 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=== | ===How to create a brush entity=== | ||
# Create a new | |||
# [[Hammer Block Tool#Creating brushes|Create a new world brush]]. | |||
# Select it in one of the 2D views. | # Select it in one of the 2D views. | ||
# Right-click on it. | # Right-click on it. | ||
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# Select the type of brush entity to create from the ''Class'' list. | # Select the type of brush entity to create from the ''Class'' list. | ||
# Click ''Apply''. | # Click ''Apply''. | ||
The standard for every brush entity is [[Func_detail]], which is solid for everything. | The standard for every brush entity is [[Func_detail]], which is solid for everything. | ||
Revision as of 09:07, 17 May 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
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 world brush.
- Select it in one of the 2D views.
- Right-click on it.
- Choose Tie to Entity from the right-click menu. (Or press
Ctrl+T
) - 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
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.
Logic entities
These entities are invisible entities that affect the game, including AI managers, lights, and choreography.
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.