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Editing Entity
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− | + | In [[Mapping|Quake map making]], an '''entity''' is any object defined in the [[map_file_format|.map file]] of a level, and are used to define the position and parameters of all the things that will appear in the level, such as monsters, items, doors, teleporters, lights and sounds. | |
− | In [[Mapping|Quake map making]], an '''entity''' is any object defined in the [[ | ||
==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 thought of as being at a specific point in the level, and its geometry (if any) is predefined. 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. |
− | + | 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 make out of brushes in order to fit into different [[themes|level_theme]], 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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'''killtarget''' is a key used in a similar way to target, but instead of activating the target, the targeted entity will be removed from the level when the killtarget event is fired. | '''killtarget''' is a key used in a similar way to target, but instead of activating the target, the targeted entity will be removed from the level when the killtarget event is fired. | ||
− | In [[ | + | In [[vanilla Quake]], a single trigger cannot target multiple entities another at the same time. This is true even if one entity is targeted and another is killtargeted. In order to do this, multiple triggers (see [[trigger_relay]]) must be used for each different target or killtarget. Some [[mod|mods]], such as [[Quoth]] support multi-targeting, which allows multiple targets to be set for a single trigger, and also enables targets and killtargets to both be fired when the trigger is triggered. |
===Spawnflags=== | ===Spawnflags=== | ||
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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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