Entity

From Valve Developer Community
Revision as of 11:18, 15 April 2006 by Andreasen (talk | contribs) (→‎[[Brush]] entities: Added a how-to-create list.)
Jump to navigation Jump to search

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.

How to create a brush entity

  1. Create a new worldbrush.
  2. Select it.
  3. Right-click on it.
  4. Choose Tie to Entity from the right-click menu.
  5. Select the type of brush entity to create from the Class list.
  6. Clicking Apply.

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