Logical entity: Difference between revisions
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Note:Many are spawned automatically by the game
(some examples) |
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Usually subclasses of [[CLogicalEntity]] but not always (for example [[logic_auto]], [[logic_script]], [[logic_choreographed_scene]]) | Usually subclasses of [[CLogicalEntity]] but not always (for example [[logic_auto]], [[logic_script]], [[logic_choreographed_scene]]) | ||
{{toc-right}} | {{toc-right}} | ||
== Examples == | |||
== Map properties == | === Map properties === | ||
Entities that can be thought of as additional properties of the map and only one should exist. | Entities that can be thought of as additional properties of the map and only one should exist. | ||
* [[water_lod_control]] | * [[water_lod_control]] | ||
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* [[shadow_control]] | * [[shadow_control]] | ||
== Event detectors == | === Event detectors === | ||
Fires outputs based on some conditions occurring in-game like round starting, map loading for the first time or in certain gamemode. | Fires outputs based on some conditions occurring in-game like round starting, map loading for the first time or in certain gamemode. | ||
* [[logic_auto]] | * [[logic_auto]] | ||
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* {{l4ds}} [[info_gamemode]] | * {{l4ds}} [[info_gamemode]] | ||
== Game controlling systems == | === Game controlling systems === | ||
* [[info_director]] | * [[info_director]] | ||
* [[soundent]] | * [[soundent]] | ||
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{{note|Many are spawned automatically by the game}} | {{note|Many are spawned automatically by the game}} | ||
== I/O logic == | === I/O logic === | ||
* [[logic_branch]] | * [[logic_branch]] | ||
* [[logic_case]] | * [[logic_case]] | ||
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{{seealso|[[Logic gate]]}} | {{seealso|[[Logic gate]]}} | ||
== Filters == | === Filters === | ||
* [[filter_activator_name]] | * [[filter_activator_name]] | ||
* [[filter_activator_class]] | * [[filter_activator_class]] | ||
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{{seealso|[[Filters]]}} | {{seealso|[[Filters]]}} | ||
== Speech == | === Speech === | ||
* [[logic_choreographed_scene]] | * [[logic_choreographed_scene]] | ||
* [[logic_scene_list_manager]] | * [[logic_scene_list_manager]] | ||
== Other == | === Other === | ||
* [[env_fog_controller]] | * [[env_fog_controller]] | ||
* [[postprocess_controller]] | * [[postprocess_controller]] |
Revision as of 22:03, 23 April 2025

This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
Logical entity is a entity that has no visual component and whose position in the map doesn't affect its functionality in any way. They affect the game, creating or adding to various environmental and game controlling systems, such as AI managers, math counters and choreography.
Usually subclasses of CLogicalEntity but not always (for example logic_auto, logic_script, logic_choreographed_scene)
Examples
Map properties
Entities that can be thought of as additional properties of the map and only one should exist.
Event detectors
Fires outputs based on some conditions occurring in-game like round starting, map loading for the first time or in certain gamemode.
Game controlling systems

I/O logic
See also: Logic gate
Filters
See also: Filters