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* '''[[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. | * '''[[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. | ||
* '''[[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. | * '''[[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 Also== | ==See Also== |
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.