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; | 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; theyâre 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. | Entities fall into three general categories: logical, model, and brush. | ||
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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 entityâs 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|ÐÐ¾Ñ Ð¿ÐµÑÐ²Ð°Ñ ÑнÑиÑÑ}} |
Revision as of 07:04, 24 November 2007
furuno free female ejaculation movies medical question stupid cats celebritynude korea the graduate san luis obispo realty long sex video pressure washer parts rate my teacher shoe stores mysignup funny t shirt jacuzzi nude lesbian sex blonds have more fun gay manga natalie imbruglia make sex kinkier bouncing jugs industrial mixing valve walmart portrait studio wives fucking blacks dental lasers nude wallpapers restroom signs wonder boys film young sluts las vegas motivational speaker goku and sailor moon washing machine repair the syntax error percocet meteor garden positive attitude quotes bootybone swing set plans putting on the ritz ass free fucking used ellipticals in michigan starfire naked phl winnie the pooh zen gardens naked in the house discount office furniture cubicles alaska mountaineering school funny and sexy original wife lovers sony dvd speler lingerie party hepa filter collage girls exposed imac sex postures demonstration aftermarket parts little prince boston opera hentai upskirt average job salaries kid incest love black people salmon river nyc mechanical sex ethnic activity art educational free lesson plan ken park nympho nubile san mateo real estate rhcp totally free sex pictures kiosk salt and pepper alpha lipoic acid housewives sex gallery toner cartridges coupons thrifty nickle freeadultwebcams discount computer hardware citizenship new artists empire poker projector lamps csx organic chemistry extreme sex videos grease lightning thumbnail gallery of naked women bbs young sexual intercourse technique rafian nude cartoon hunger italian men huge blowjob padme naked sex fantasy stories evanescence my immortal sea monkeys used rv prices 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; theyâre 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 entityâs 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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