Entity (GoldSrc): Difference between revisions
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Note:These types are only from perspective of map editors and are based on FGD definitions or how map compilers deal with them [confirm]
(Created page with "{{LanguageBar}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}} {{cleanup|Keep only goldsrc info}} An object defined within {{gldsrc|4}}, {{src|4}} or {{source2|4}} as having characteristics which differentiate it from "the world" (world brushes). == Types of entities == {{note|These types are only from perspective of map editors and are based on FGD definitions or how map compilers deal with them {{confirm}}}} {| class="wikitable" style="width:...") |
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{{cleanup|Keep only goldsrc info}} | {{cleanup|Keep only goldsrc info}} | ||
An object defined within {{gldsrc | An object defined within {{gldsrc|4}} as having characteristics which differentiate it from "the [[worldspawn (GoldSrc)|world]]" (world brushes). | ||
== Types of entities == | == Types of entities == | ||
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!Types | !Types | ||
!Info | !Info | ||
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|align="center"|[[Brush entity]] | |align="center"|[[Brush entity]] | ||
|A '''Brush Entity''' is an '''entity''' type in the {{gldsrc|2}} and {{source|2}} engines, 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.<br>(The default shortcut is {{Key|Ctrl}} + {{Key|T}} after selecting a brush) | |A '''Brush Entity''' is an '''entity''' type in the {{gldsrc|2}} and {{source|2}} engines, 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.<br>(The default shortcut is {{Key|Ctrl}} + {{Key|T}} after selecting a brush) | ||
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|align="center"|[[Point 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. | |'''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. | ||
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|align="center"|[[Path entity]] | |align="center"|[[Path entity]] | ||
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|align="center"|[[Internal entity]] | |align="center"|[[Internal entity]] | ||
|'''Internal entities''' are those which are processed by compilers 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.<br>Examples of internal entities: {{ent|func_group|engine=goldsrc}}, {{ent|func_detail|engine=goldsrc}}, {{ent|light_surface|engine=goldsrc}}, | |||
|'''Internal entities''' are those which are processed by | |||
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|align="center"|[[:Category:Non-internal entity|Non-Internal entity]] | |align="center"|[[:Category:Non-internal entity|Non-Internal entity]] | ||
|'''non-internal entities''' are not processed by | |'''non-internal entities''' are not processed by the compilers and remains as a separate entity.<br>These are typically interactive objects or characters that the player can interact with or that affect gameplay.<br>Examples of non-internal entities: {{ent|func_wall|engine=goldsrc}}, {{ent|trigger_relay|engine=goldsrc}}, {{ent|light|engine=goldsrc}}, {{ent|monster_scientist|engine=goldsrc}}. | ||
|} | |} | ||
{{todo|Compiler-only entities like info_texlights}} | |||
== Limitations == | == Limitations == | ||
{{Main|Entity limit}} | {{Main|Entity limit}} | ||
For reasons of memory allocation, there is a limit to the number of '''entities''' {{gldsrc | For reasons of memory allocation, there is a limit to the number of '''entities''' {{gldsrc|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. | 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. | ||
Revision as of 13:11, 22 April 2025
This article or section needs to be cleaned up to conform to a higher standard of quality because:
Keep only goldsrc info
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.An object defined within
GoldSrc as having characteristics which differentiate it from "the world" (world brushes).
Types of entities
| Types | Info | |
|---|---|---|
| By Form | ||
| Brush entity | A Brush Entity is an entity type in the (The default shortcut is Ctrl + T after selecting a brush) | |
| 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. | |
| Path entity | Path entities are a type of entity recently added to the tools. They can be created with the currently hidden Path Tool (Shift + P). | |
| By Internality | ||
| Internal entity | Internal entities are those which are processed by compilers 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. Examples of internal entities: func_group, func_detail, light_surface, | |
| Non-Internal entity | non-internal entities are not processed by the compilers and remains as a separate entity. These are typically interactive objects or characters that the player can interact with or that affect gameplay. Examples of non-internal entities: func_wall, trigger_relay, light, monster_scientist. | |
Todo: Compiler-only entities like info_texlights
Limitations
Main article: Entity limit
For reasons of memory allocation, there is a limit to the number of entities
GoldSrc 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
- 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 dump_entity_sizes
- Constraint
- preserved entity
- Void