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==Ai entities==
<center>
===ai_boundary===
{| class="wikitable sortable"
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
|-
'''Dimensions:''' Size of map components used
| [[entities AI|AI entities]]
Character will abort pursuing player when touching this brush. Will take cover until the player is out of view, then return to guarding position (if character has been assigned one).
|-
'''Keys'''
| [[entities Ammo|Ammo entities]]
{| class="wikitable"
|-
| [[entities Cast|Cast entities]]
|-
| [[entities DM|DM entities]]
|-
| [[entities Elements|Elements entities]]
|-
| [[entities Func|Func entities]]
|-
| [[entities HMG|HMG entities]]
|-
| [[entities Info|Info entities]]
|-
| [[entities Item|Item entities]]
|-
| [[entities Key|Key entities]]
|-
| [[entities Light|Light entities]]
|-
| [[entities Misc|Misc entities]]
|-
| [[entities Path|Path entities]]
|-
| [[entities Pawn|Pawn entities]]
|-
| [[entities Pistol|Pistol entities]]
|-
|-
|moral
| [[entities Props|Props entities]]
|Only characters with an equal or lower moral will be affected by this brush.
|-
|-
|cast_group
| [[entities Props2|Props 2 entities]]
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|}
===ai_event_follow===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Client touching this brush will become a leader to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work).
'''Keys'''
{| class="wikitable"
|-
|-
|cast_group
| [[entities Props3|Props 3 entities]]
|Gang number -- 1 = friendly, 2+ = enemy
|}
===ai_event_hostile===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Character touching this brush will become a hostile enemy to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work).
'''Keys'''
{| class="wikitable"
|-
|-
|cast_group
| [[entities Rotating|Rotating entities]]
|Gang number -- 1 = friendly, 2+ = enemy
|}
===ai_guard===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Set a cast's 'guard_target' to the 'targetname' of this entity. That character will then guard this location.
'''Keys'''
{| class="wikitable"
|-
|-
|targetname
| [[entities SFX|SFX entities]]
|This entity's ID, used in 'guard_target' of the cast entity
|-
|-
|guard_radius
| [[entities Smoke|Smoke entities]]
|Max guarding radius (default=512)
|}
===ai_locked_door===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
A character touching this brush will check the targeted door to see if it is closed. If so, the character will head towards the specified <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>. Example use: guiding AI characters away from a locked door.
'''Keys'''
{| class="wikitable"
|-
|-
|target
| [[entities Target|Target entities]]
|Door's ID
|-
|-
|pathtarget
| [[entities Trigger|Trigger entities]]
|<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID to head for
|}
===ai_safespot===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Supposed to be a safe spot for entities having troubles (running like hell to 'flee_target') -- but there's nothing implying that statement in the code (in fact, 'flee_target' isn't defined at all). Anyway, it's still used as a positionning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown.
'''Keys'''
{| class="wikitable"
|-
|-
|targetname
| [[entities Weapon|Weapon entities]]
|This entity's ID
|}
|}
===ai_sy_dykes_boundry===
</center>
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
== worldspawn ==
'''Dimensions:''' Size of map components used
'''Map Entity Color:''' (0 0 0) (<span style="color:#000000;">COLOR PREVIEW</span>)
Ship Yard only: will cause Moe, Larry and Curly to attack on touch.
'''Dimensions:''' Size of map components used
===ai_territory===
 
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
This classname represents the whole world and includes "normal" walls. Unlike other entities, there can only be ONE [[Entities#entity_worldspawn|worldspawn]] per map.
'''Dimensions:''' Size of map components used
 
This entity marks the boundary of a gang's territory. A character touching this will be deemed inside the gang's territory. This means war if sighted. Point the "angle" in the direction of the territory. This lets the AI know if the character is walking into or out of the territory.
'''Keys'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|cast_group
! Key !! Description
|Gang number that owns the territory -- 1 = friendly, 2+ = enemy
|-
|-
|angle
| episode || [[maps|Episode number]]
|Points to the direction of the territory
|-
|-
|radius
| sky || Environment map [[sky|name (skybox)]], also used for reflection
|Distance from brush before the player will be attacked (default=512)
|-
|-
|moral
| sounds || [[Music]] CD track number
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|}
===ai_trigger_character===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
When the player touches this brush, the targeted character will start following it's <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>.
'''Keys'''
{| class="wikitable"
|-
|-
|target
| gravity || Gravity (default=800)
|Character's ID to be triggered
|-
|-
|cast_group
| [[Entities_Light#light|light]] || Set a low value to [[Entities_Light#light|light]] the entire map without using individual bulbs
|Gang number -- 1 = friendly, 2+ = enemy (default=2)
|}
===misc_kroker_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Steel Town only: safe spot for Kroker.
===misc_pv_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Poison Ville only: Yolanda will walk there to "distract guards" if episode flag EP_PV_YOLANDA_TOOK_MONEY is set.
===misc_skidrow_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Skidrow only: MagicJ will run there if player is acting violently toward him.
===misc_skidrow_ai_reset===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Skidrow only: when triggered, this brush will reset Bernie and Arnold's location and let them forget the player.
===misc_skidrow_ambush===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Skidrow only: used to set ambush location for Bernie and Arnold when the player goes into the 2nd door.
===misc_skidrow_radio===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Bernie and Arnold will listen to this. After the radio has stopped, they'll discuss the game for some time.
'''Keys'''
{| class="wikitable"
|-
|-
|target
| message || Map name
|Link to an <a href='info.html#entity_info_null'>info_null</a> to set direction
|-
|-
|wait
| fogdensity || Fog density for OpenGL cards
|Time spent listening to the radio
|-
|-
|speed
| fogdensity2 || Fog density for 3DFX cards
|Time spent discussing the game afterwards
|-
|-
|delay
| fogval || RGB values of fog for OpenGL cards
|Time to wait between starting to listen to the radio
|-
|-
|killtarget
| fogval2 || RGB values of fog for 3DFX cards
|ID of the entity to delete when broken
|}
===misc_steeltown_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Steel Town only: used by kids in the mill to run away.
===misc_sy_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Ship Yard only: Moe will run there if he's attacked.
===path_corner_cast===
'''Map Entity Color:''' (.5 .3 0) (<span style='color:#804C00'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 42)
It defines a destination point for moving actors, when an actor reach the point, an event can be triggered. Use <a href='uncategorized.html#entity_path_corner'>path_corner</a> for brush-based entities.
'''Spawnflags'''
{| class="wikitable"
|-
|-
|1
| _sun_light || Set sun brightness
|TELEPORT
|Entities targeting this point will instantly appear here.
|}
'''Keys'''
{| class="wikitable"
|-
|-
|target
| _sun_target || Defines sun yaw and pitch pointing to a spotlight target
|Next <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
|-
|-
|targetname
| _sun_angle || Defines sun yaw and pitch manually (0 to 360) (-90 to 90)
|This <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
|-
|-
|killtarget
| _sun_vector || Defines sun yaw and pitch using an X Y Z direction vector
|ID of the entity to delete when reached
|-
|-
|name
| _sun_color || Defines sun color in scalar R G B
|Sound to play when reached
|-
|-
|pathtarget
| _sun_diffuse || Diffuse [[Entities_Light#light|light]] brightness
|Entity to trigger when an entity that has this <a href='uncategorized.html#entity_path_corner'>path_corner</a> targeted touches it
|-
|-
|combattarget
| _sun_difwait || Diffuse [[Entities_Light#light|light]] attenuation
|When the cast reaches this marker, they'll attack this target
|-
|-
|scriptname
| _sun_ambient || Set sun ambient brightness
|Hard-coded script to call when reaching this marker
|-
|-
|wait
| _sun_surface || Set sun surface brightness
|Wait (in seconds)
|}
|}
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<hr style="height: 2px; border-width: 0; background-color: #e7c258;" />

Latest revision as of 21:45, 3 March 2025

AI entities
Ammo entities
Cast entities
DM entities
Elements entities
Func entities
HMG entities
Info entities
Item entities
Key entities
Light entities
Misc entities
Path entities
Pawn entities
Pistol entities
Props entities
Props 2 entities
Props 3 entities
Rotating entities
SFX entities
Smoke entities
Target entities
Trigger entities
Weapon entities

worldspawn

Map Entity Color: (0 0 0) (COLOR PREVIEW) Dimensions: Size of map components used

This classname represents the whole world and includes "normal" walls. Unlike other entities, there can only be ONE worldspawn per map.

Keys

Key Description
episode Episode number
sky Environment map name (skybox), also used for reflection
sounds Music CD track number
gravity Gravity (default=800)
light Set a low value to light the entire map without using individual bulbs
message Map name
fogdensity Fog density for OpenGL cards
fogdensity2 Fog density for 3DFX cards
fogval RGB values of fog for OpenGL cards
fogval2 RGB values of fog for 3DFX cards
_sun_light Set sun brightness
_sun_target Defines sun yaw and pitch pointing to a spotlight target
_sun_angle Defines sun yaw and pitch manually (0 to 360) (-90 to 90)
_sun_vector Defines sun yaw and pitch using an X Y Z direction vector
_sun_color Defines sun color in scalar R G B
_sun_diffuse Diffuse light brightness
_sun_difwait Diffuse light attenuation
_sun_ambient Set sun ambient brightness
_sun_surface Set sun surface brightness