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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>)
|-
 
| [[entities AI|AI entities]]
'''Dimensions:''' Size of map components used
|-
 
| [[entities Ammo|Ammo 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).
|-
 
| [[entities Cast|Cast entities]]
'''Keys'''
|-
{| class="wikitable"
| [[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]]
|-
| [[entities Props|Props entities]]
|-
| [[entities Props2|Props 2 entities]]
|-
| [[entities Props3|Props 3 entities]]
|-
| [[entities Rotating|Rotating entities]]
|-
| [[entities SFX|SFX entities]]
|-
| [[entities Smoke|Smoke entities]]
|-
| [[entities Target|Target entities]]
|-
|-
|moral
| [[entities Trigger|Trigger entities]]
|Only characters with an equal or lower moral will be affected by this brush.
|-
|-
|cast_group
| [[entities Weapon|Weapon entities]]
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|}
|}
===ai_event_follow===
</center>
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
== worldspawn ==
 
'''Map Entity Color:''' (0 0 0) (<span style="color:#000000;">COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
'''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).
This classname represents the whole world and includes "normal" walls. Unlike other entities, there can only be ONE [[Entities#entity_worldspawn|worldspawn]] per map.


'''Keys'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|cast_group
! Key !! Description
|Gang number -- 1 = friendly, 2+ = enemy
|-
|}
| episode || [[maps|Episode number]]
===ai_event_hostile===
|-
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
| sky || Environment map [[sky|name (skybox)]], also used for reflection
 
|-
'''Dimensions:''' Size of map components used
| sounds || [[Music]] CD track number
 
|-
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).
| gravity || Gravity (default=800)
 
|-
'''Keys'''
| [[Entities_Light#light|light]] || Set a low value to [[Entities_Light#light|light]] the entire map without using individual bulbs
{| class="wikitable"
|-
| 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)
|-
|-
|cast_group
| _sun_vector || Defines sun yaw and pitch using an X Y Z direction vector
|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
| _sun_color || Defines sun color in scalar R G B
|This entity's ID, used in 'guard_target' of the cast entity
|-
|-
|guard_radius
| _sun_diffuse || Diffuse [[Entities_Light#light|light]] brightness
|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
| _sun_difwait || Diffuse [[Entities_Light#light|light]] attenuation
|Door's ID
|-
|-
|pathtarget
| _sun_ambient || Set sun ambient brightness
|<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
| _sun_surface || Set sun surface brightness
|This entity's ID
|}
|}

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