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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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===Additional Info on General Entity Syntax===
 
===Additional Info on General Entity Syntax===
(Thanks to John Wakelin who wrote much of this section)
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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 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.
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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.
 
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.
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Note that not all entities can use all "Entity Settings".
 
 
Source: http://www.gamers.org/dEngine/quake/QDP/qmapspec.html#2.3.1
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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| ! bgcolor="#eeeeee" | origin|| "X Y Z" || Coordinates of where it starts in space.
 
| ! bgcolor="#eeeeee" | origin|| "X Y Z" || Coordinates of where it starts in space.
 
|-
 
|-
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees).
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| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees)
 
|-
 
|-
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees).
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| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees)
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | light|| "#" || Used with the light classname. Default is 200.
 
| ! bgcolor="#eeeeee" | light|| "#" || Used with the light classname. Default is 200.
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| ! 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" | 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).
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| ! bgcolor="#eeeeee" | message || "t#" || Message displayed when triggered (\n for linebreaks).
 
|-
 
|-
| ! bgcolor="#eeeeee" | mangle || "t#" || Point where the intermission camera looks at.
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| ! bgcolor="#eeeeee" | mangle || "t#" || Point where the intermission camera looks at
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | speed|| "t#" || How fast the model/entity is moved.
 
| ! bgcolor="#eeeeee" | speed|| "t#" || How fast the model/entity is moved.
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| ! bgcolor="#eeeeee" | lip|| "t#" || The e
 
| ! 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.
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| ! 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 squeaze you against walls etc.
 
|-
 
|-
| ! bgcolor="#eeeeee" | health || "#" ||  How much damage the model/entity takes before it triggers.
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| ! bgcolor="#eeeeee" | health || "#" ||  How much damage the model/entity takes before it triggers
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | delay|| "#" || Time before event is triggered.
 
| ! 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.
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| ! 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" | 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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| ! bgcolor="#eeeeee" | height|| "#" || How high a platform will raise
 
|-
 
|-
 
|}
 
|}

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