Entity: Difference between revisions
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(Corrected the categorization, according to the Visgroup categorization.) |
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A object defined within the [[Source Engine]] as having characteristics which differentiate it from the world. | 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: | There are three main types of entities: | ||
* '''Brush entities''' are built from brushes and include things such as triggers, | * '''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. | * '''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-Playing Characters", and refers to all the 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.}} | |||
See [[List of entities]] for detailed descriptions on specific entities. | See [[List of entities]] for detailed descriptions on specific entities. |
Revision as of 01:43, 30 March 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-Playing Characters", and refers to all the 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.
See List of entities for detailed descriptions on specific entities.