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Created page with "===Info entities=== ====info_notnull==== <br /><b>Map Entity Color:</b> (0 0.5 0) (<span style='color:#008000'>COLOR PREVIEW</span>) <br /><b>Dimensions:</b> (-4 -4 -4) (4 4 4) <br />Usually a reference point for spotlights.<br /> <div id='bold'>Keys</div><table> <tr id="odd|<td width="128px|targetname</td><td>This point's ID</td></tr> </table> ====info_null==== <br /><b>Map Entity Color:</b> (0 0.5 0) (<span style='color:#008000'>COLOR PRE..."
 
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===Info entities===
==Ai entities==
====[[info_notnull|info_notnull]]====
===ai_boundary===
<br /><b>Map Entity Color:</b> (0 0.5 0) (<span style='color:#008000'>COLOR PREVIEW</span>)
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
<br /><b>Dimensions:</b> (-4 -4 -4) (4 4 4)
'''Dimensions:''' Size of map components used
<br />Usually a reference point for spotlights.<br />
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).
<div id='bold'>Keys</div><table>
'''Keys'''
<tr id="odd|<td width="128px|targetname</td><td>This point's ID</td></tr>
{| class="wikitable"
</table>
|-
====[[info_null|info_null]]====
|moral
<br /><b>Map Entity Color:</b> (0 0.5 0) (<span style='color:#008000'>COLOR PREVIEW</span>)
|Only characters with an equal or lower moral will be affected by this brush.
<br /><b>Dimensions:</b> (-4 -4 -4) (4 4 4)
|-
<br />Usually a reference point for spotlights, the entity is ignored on game initialization.<br />
|cast_group
<div id='bold'>Keys</div><table>
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
<tr id="odd|<td width="128px|targetname</td><td>This point's ID</td></tr>
|}
</table>
===ai_event_follow===
====[[info_player_coop|info_player_coop]]====
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
<br /><b>Map Entity Color:</b> (1 0 1) (<span style='color:#FF00FF'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
<br /><b>Dimensions:</b> (-16 -16 -24) (16 16 48)
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).
<br />Spawning point for AI gang members in a single-player game. Every single-player map should contain two of these near to the client's start point.<br />
'''Keys'''
<div id='bold'>Keys</div><table>
{| class="wikitable"
<tr></td><td>Yaw view direction, 0 to 360</td></tr><tr><td>targetname</td><td>This start point's ID</td></tr>
|-
</table>
|cast_group
====[[info_player_deathmatch|info_player_deathmatch]]====
|Gang number -- 1 = friendly, 2+ = enemy
<br /><b>Map Entity Color:</b> (1 0 1) (<span style='color:#FF00FF'>COLOR PREVIEW</span>)
|}
<br /><b>Dimensions:</b> (-16 -16 -24) (16 16 48)
===ai_event_hostile===
<br />Spawning point for players in deathmatch games.<br />
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
<div id='bold'>Keys</div><table>
'''Dimensions:''' Size of map components used
<tr></td><td>Yaw view direction, 0 to 360</td></tr><tr><td>style</td><td>Team number for Teamplay (1 or 2)</td></tr>
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).
</table>
'''Keys'''
====[[info_player_intermission|info_player_intermission]]====
{| class="wikitable"
<br /><b>Map Entity Color:</b> (1 0 1) (<span style='color:#FF00FF'>COLOR PREVIEW</span>)
|-
<br /><b>Dimensions:</b> (-16 -16 -24) (16 16 32)
|cast_group
<br />Potential intermission viewpoint for deathmatch games.<br />
|Gang number -- 1 = friendly, 2+ = enemy
<div id='bold'>Keys</div><table>
|}
<tr>s</td><td>Pitch, yaw and roll view direction.</td></tr><tr><td>angle</td><td>Yaw view direction, 0 to 360</td></tr>
===ai_guard===
</table>
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
====[[info_player_start|info_player_start]]====
'''Dimensions:''' (-16 -16 -24) (16 16 48)
<br /><b>Map Entity Color:</b> (1 0 0) (<span style='color:#FF0000'>COLOR PREVIEW</span>)
Set a cast's 'guard_target' to the 'targetname' of this entity. That character will then guard this location.
<br /><b>Dimensions:</b> (-16 -16 -24) (16 16 48)
'''Keys'''
<br />Normal spawning point for a single-player level. Deathmatch maps should contain at least one for testing purpose.<br />
{| class="wikitable"
<div id='bold'>Keys</div><table>
|-
<tr></td><td>Yaw view direction, 0 to 360</td></tr><tr><td>targetname</td><td>This start point's ID</td></tr>
|targetname
</table>
|This entity's ID, used in 'guard_target' of the cast entity
|-
|guard_radius
|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
|Door's ID
|-
|pathtarget
|<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID to head for
|}

Revision as of 15:24, 15 February 2025

Ai entities

ai_boundary

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used 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

moral Only characters with an equal or lower moral will be affected by this brush.
cast_group Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy

ai_event_follow

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

cast_group Gang number -- 1 = friendly, 2+ = enemy

ai_event_hostile

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

cast_group Gang number -- 1 = friendly, 2+ = enemy

ai_guard

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) 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

targetname This entity's ID, used in 'guard_target' of the cast entity
guard_radius Max guarding radius (default=512)

ai_locked_door

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

target Door's ID
pathtarget <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID to head for