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Editing Entity
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==Overview== | ==Overview== | ||
− | Entities can be broadly defined as belonging to one of two different types, point entities and solid entities (also known as brush entities). | + | Entities can be broadly defined as belonging to one of two different types, '''point entities''' and '''solid entities''' (also known as brush entities). |
− | A | + | A point entity is an entity that can be placed at any point in the level, and its geometry (if any) is predefined in the game data. For example, a monster is a point entity. A level author might place many [[monster_ogre|ogres]] in their level, but each ogre will be the same shape and behave the same way because they are defined by the game already. The name stems from the fact that a point entity has one single coordinate (a point) determining its position. |
− | + | Solid entities, on the other hand, are entities which are made by the level author out of [[Brush|brushes]] and can take any shape the author wishes. A [[func_door|door]], for example, is something that the level author needs to be able to design themselves in order to fit into different [[level_theme|themes]], different sized holes etc. | |
The static level geometry itself is also defined as a [[worldspawn]] entity, but it is a special entity that is treated differently by the [[Map_compiling|compilers]], and depending on the [[Mapping_tools#Level_Editors|level editor]] being used, its settings might be accessed from a different place to that of other entities. The worldspawn is always the first entity defined in a .map file. | The static level geometry itself is also defined as a [[worldspawn]] entity, but it is a special entity that is treated differently by the [[Map_compiling|compilers]], and depending on the [[Mapping_tools#Level_Editors|level editor]] being used, its settings might be accessed from a different place to that of other entities. The worldspawn is always the first entity defined in a .map file. | ||
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====Targetname, Target and Killtarget==== | ====Targetname, Target and Killtarget==== | ||
− | Quake features a very basic form of event scripting via triggers that can be placed in levels and used to activate other entities. For example, the [[func_button]] entity is used to make a usable button object in a level which will trigger a targeted event when pressed. This event system is not limited to the obvious trigger entities and buttons - monsters can fire events when they are killed, and items when they are picked up. In order to use this system, the keys targetname and target must be understood. | + | Quake features a very basic form of event scripting via triggers that can be placed in levels and used to activate other entities. For example, the [[func_button]] entity is used to make a usable button object in a level which will trigger a targeted event when when pressed. This event system is not limited to the obvious trigger entities and buttons - monsters can fire events when they are killed, and items when they are picked up. In order to use this system, the keys targetname and target must be understood. |
The '''targetname''' key is used to establish a name for an entity so that it can be linked to triggers that are targeting it. The value of targetname needn't be unique, though multiple entities using the same targetname will all be activated at once by anything that triggers them. | The '''targetname''' key is used to establish a name for an entity so that it can be linked to triggers that are targeting it. The value of targetname needn't be unique, though multiple entities using the same targetname will all be activated at once by anything that triggers them. | ||
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Most [[Mapping_tools#Level_Editors|level editors]] have a simple visual representation of spawnflags with checkboxes for each flag, so that the user does not need to calculate its value manually. | Most [[Mapping_tools#Level_Editors|level editors]] have a simple visual representation of spawnflags with checkboxes for each flag, so that the user does not need to calculate its value manually. | ||
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