Entity
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An object defined within
GoldSrc,
Source or
Source 2 as having characteristics which differentiate it from "the world" (world brushes).
Types of entities
| Types | available in | Info |
|---|---|---|
| By Form | ||
| Brush entity | A Brush Entity is an entity type in the (The default shortcut is Ctrl + T after selecting a brush) | |
| Point entity | All engines | Point Entities are entities created at a specific position point on the grid. Some require a model to be selected for them in order to function fully. |
| Mesh entity | Only in |
Mesh entities available only in Mesh entities replace the |
| Path entity | Path entities are a type of entity recently added to the tools. They can be created with the currently hidden Path Tool (Shift + P). | |
| By Internality | ||
| Internal entity | In all Engines | Internal entities are those which are processed by VBSP ( Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk. |
| Non-Internal entity | non-internal entities are not processed by VBSP ( These are typically interactive objects or characters that the player can interact with or that affect gameplay. Examples of non-internal entities: prop_dynamic, logic_relay, light, npc_citizen. | |
Limitations
Main article: Entity limit
For reasons of memory allocation, there is a limit to the number of entities
GoldSrc/
Source/
Source 2 can manage at once.
The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes.
See also
- Category:Entities
- Adding Point Entities (part of a series of tutorials)
- Creating Brush Entities (ditto)
- Entity creation (a quick reference)
- Entities in Depth
- List of Entities
- Coding Your First Entity
- Console command dump_entity_sizes
- Constraint
- preserved entity
- Void