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[[File:Entity.png|thumb|upright=1.25|Some Entities]]
 
[[File:Entity.png|thumb|upright=1.25|Some Entities]]
In [[Mapping|Quake map making]], an '''entity''' is any object defined in the [[Quake Map 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.
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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.
  
 
==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).
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Entities can be broadly defined as belonging to one of two different types, '''point entities''' and '''solid entities''' (also known as brush entities).
  
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.
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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.
  
A '''solid entity''', on the other hand, is 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.
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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.
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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.
 
===Additional Info on General Entity Syntax===
 
(Thanks to John Wakelin who wrote much of this section)
 
 
The entities define the monsters, things, but also the positions in space where something must happen. So they are the Quake equivalent of both the THINGS and the LINEDEF types from DOOM.
 
 
The entity definitions are made up of a series of specific details that define what each is, where it starts, when it appears etc. Each specific is followed by a modifier that arguments it. All definitions have the classname specific that identifies that entity. The classname specifics relate intimately with the code lump and are the names of functions written in Quake C.
 
 
Note that not all entities can use all "Entity Settings". Also note that there are more Entity Settings than the ones listed here.
 
 
Source: http://www.gamers.org/dEngine/quake/QDP/qmapspec.html#2.3.1
 
 
{| class="wikitable"
 
|-
 
! Entity Settings !! Datatype Input !! Description
 
|-
 
| ! bgcolor="#eeeeee" | classname || "name" || Type of entity to be defined (mandatory)
 
|-
 
| ! bgcolor="#eeeeee" | origin|| "X Y Z" || Coordinates of where it starts in space.
 
|-
 
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees).
 
|-
 
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees).
 
|-
 
| ! bgcolor="#eeeeee" | light|| "#" || Used with the light classname. Default is 200.
 
|-
 
| ! bgcolor="#eeeeee" | target || "t#" || A text-string for the name of a target it will trigger.
 
|-
 
| ! bgcolor="#eeeeee" | killtarget || "t#" || A text-string for the name of a target it will kill once triggered.
 
|-
 
| ! bgcolor="#eeeeee" | spawnflags || "#" || Used to flag/describe an entity that is not default. in example, make a func_door require the Gold Key.
 
|-
 
| ! bgcolor="#eeeeee" | style || "t#" || Used to flag/describe an entity that is not default. Styles can change the behavior of some entities, in example to make a light into a blinking strobe light.
 
|-
 
| ! bgcolor="#eeeeee" | message || "t#" || Message displayed when triggered (\n for line breaks).
 
|-
 
| ! bgcolor="#eeeeee" | mangle || "t#" || Point where the intermission camera looks at.
 
|-
 
| ! bgcolor="#eeeeee" | speed|| "t#" || How fast the model/entity is moved.
 
|-
 
| ! bgcolor="#eeeeee" | wait|| "t#" || How long a pause between completion of movement / return to original position in seconds. Some entities uses this setting differently.
 
|-
 
| ! bgcolor="#eeeeee" | lip|| "t#" || The e
 
|-
 
| ! bgcolor="#eeeeee" | dmg|| "t#" ||  How much damage the model causes when it shuts on you? Only used for movable objects, that is objects that can squeeze you against walls etc.
 
|-
 
| ! bgcolor="#eeeeee" | health || "#" ||  How much damage the model/entity takes before it triggers.
 
|-
 
| ! bgcolor="#eeeeee" | delay|| "#" || Time before event is triggered.
 
|-
 
| ! bgcolor="#eeeeee" | sounds|| "#" || How much damage the model causes when it shuts on you. Each number, 0,1,2 etc, gives a different "is in pain"-sound.
 
|-
 
| ! bgcolor="#eeeeee" | wad|| "wadfile" || The wad2 graphics file used by the world for textures.
 
|-
 
| ! bgcolor="#eeeeee" | height|| "#" || How high a platform will raise.
 
|-
 
|}
 

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