Entity: Difference between revisions

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There are three main types of entities:
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.
==[[Brush]] entities==
* '''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.
These entities are built from brushes and covers its area of effect. They include things such as triggers, conveyor belts, and rain.
* '''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.
==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.
There are several sub-types of point entities:
===Logic entities===
 
These entities are invisible entities that affect the game, including [[:Category:AI|AI]] managers, lights, and [[:Category:Choreography|choreography]].
* '''Logic entities''' are invisible entities that affect the game, including [[:Category:AI|AI]] managers, lights, and choreography.
===[[Prop Types Overview|Prop entities]]===
* '''[[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.
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]]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]] 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.
==See Also==
==See Also==
*[[Entity Creation]]
*[[Entity Creation]]

Revision as of 20:47, 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

These entities are built from brushes and covers its area of effect. They include things such as triggers, conveyor belts, and rain.

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.

See Also