Your First Entity: Difference between revisions
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[[Category:Programming]] | [[Category:Programming]] | ||
One of the easiest ways to begin your mod is by creating new entities inside the Source engine. Entities make up the objects in the world: NPCs, weapons, tin cans, or triggers; they're the means by which we add life and interaction into the static geometry of the world. | One of the easiest ways to begin your mod is by creating new entities inside the Source engine. Entities make up the objects in the world: NPCs, weapons, tin cans, or triggers; they're the means by which we add life and interaction into the static geometry of the world. | ||
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=[[Authoring_a_Logical_Entity|Logical Entity]]= | =[[Authoring_a_Logical_Entity|Logical Entity]]= | ||
These entities are the simplest of entities, because they have no position in the world, no visual component, and only exist to service input from the game map and make decisions based on the state of the world. Logical entities do not move and they do not have a model, they simply receive inputs and send outputs depending on their exact utility. An example would be a logic_counter entity that stores a value that can be added to or subtracted from. Other entities in the map can access the entity via inputs or get information from it via outputs. The | These entities are the simplest of entities, because they have no position in the world, no visual component, and only exist to service input from the game map and make decisions based on the state of the world. Logical entities do not move and they do not have a model, they simply receive inputs and send outputs depending on their exact utility. An example would be a logic_counter entity that stores a value that can be added to or subtracted from. Other entities in the map can access the entity via inputs or get information from it via outputs. The entityâÂÂs position is irrelevant in this case, which is the major factor in declaring an entity logical. | ||
=[[Authoring_a_Model_Entity|Model Entity]]= | =[[Authoring_a_Model_Entity|Model Entity]]= | ||
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{{otherlang:en}} {{otherlang:en:de|Mein erstes Entity}}, {{otherlang:en:ru| | {{otherlang:en}} {{otherlang:en:de|Mein erstes Entity}}, {{otherlang:en:ru|ÃÂþàÿõÃÂòðàÃÂýÃÂøÃÂÃÂ}} |
Revision as of 17:46, 11 December 2007
eastern connecticut state college allopurinol fotos de anais martinez desnuda atropine download mp3 song laser treatment free videos black man dating white woman 3d sex retin ontario airport parking ebony gallery model free sex pic birthday games teen chatroom satkey new cars norton anti virus 2006 remax realty bathroom scales reef sandal shemale video gay slot persian rug infiniti license plates tmobile cellular phone sexy shoes evenesence credit cards 0 balance transfers phentermine cheap prescription drugs mexico no teletrack payday loan hot gils makita parts astrology casino chip her first anal virgin airline statue liberty hydrocodone and no prescription buy didrex on line sailboats for sale digitizer cheap coach purse passport renewal herbalife distributors brooke burke pic map thailand replica wholesale sony tv memorex expressit free ringtones metro pcs nissan frontier fiat multipla spring break industrial sewing machine neo pets stock buy ultram hairy pussy free pics p2k tools download feet pepper sauce rain air chicago lyrics cheapest didrex buy viagra uk bunker hill community college ma booster internet signal wireless vacheron constantin www marthastewart com thai airlines used car sales adultvideo airline codes case knives sexy single woman friendship hitachi projector sexology bridgestone tires breast enlargements fiberglass shower enclosure michigan vacation desktop wall paper suzuki boulevard yahoo stock free pattern in plastic canvas travel diet pill phentermine discount cruises circulon cookware sample resume swinger free videos orlando restaurants cheap health insurance jigzone jigsaw puzzle gaycum One of the easiest ways to begin your mod is by creating new entities inside the Source engine. Entities make up the objects in the world: NPCs, weapons, tin cans, or triggers; they're the means by which we add life and interaction into the static geometry of the world.
Entities fall into three general categories: logical, model, and brush.
Logical Entity
These entities are the simplest of entities, because they have no position in the world, no visual component, and only exist to service input from the game map and make decisions based on the state of the world. Logical entities do not move and they do not have a model, they simply receive inputs and send outputs depending on their exact utility. An example would be a logic_counter entity that stores a value that can be added to or subtracted from. Other entities in the map can access the entity via inputs or get information from it via outputs. The entityâÂÂs position is irrelevant in this case, which is the major factor in declaring an entity logical.
Model Entity
Model entities are what we would most typically think of entities as being: they have a visual component, they can move around the map and often they are interactive. NPCs are an example of this sort of entity.
Brush Entity
These entities are constructed in Hammer out of brushes (See the Hammer Editor Documentation for more information). Brush entities are most often triggers: volumes in space that fire outputs when certain other entities (like the player) enter or exit them. These can also be moving entities, like doors and platforms.
Using these three major types of entities, we can express almost all the flora and fauna of the Source universe.
To learn how to create these entities, see the Logical Entity, Model Entity, and Brush Entity documents.
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