Entity Index: Difference between revisions
Gilmore110j (talk | contribs) mNo edit summary |
(Add several entities present in the FGD file. I assume they are not deprecated.) |
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*[[emp_team_sound_pointentity]] | *[[emp_team_sound_pointentity]] | ||
*[[emp_team_text_pointentity]] | *[[emp_team_text_pointentity]] | ||
*[[emp_tutorial_entity]] | |||
*[[emp_filter_activator_chassisname]] | |||
*[[emp_filter_activator_weaponname]] | |||
*[[emp_commander_auto_target]] | |||
==Model Entities== | ==Model Entities== | ||
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* [[emp_infantry_restrict]] | * [[emp_infantry_restrict]] | ||
* [[emp_mine_restrict]] | * [[emp_mine_restrict]] | ||
==NPC and Bot Entities== | |||
*[[npc_human_nf]] | |||
*[[npc_human_be]] | |||
[[Category:Mapping| Entity Index]] | [[Category:Mapping| Entity Index]] |
Latest revision as of 14:37, 8 January 2023
Empires Mapping Documentation |
Mapping Overiew | Hammer Configuration | Entity Index | Basic Mapping | Setup Resources | Tutorials | Useful FGD Modifications | Bots and NPCs | Dimensions | Skyboxes |
Overview
The following is a comprehensive list of entities available in Empires.
Point Entities
Point entities are typically logic entities or other entities that perform useful functions, but remain invisible to players in the world. Point entities are represented by a single cubic point in the Hammer editor, and are not represented by any visualization such as a brush or a model.
- emp_info_map_overview
- emp_info_params
- emp_info_player_imp
- emp_info_player_nf
- emp_resource_point
- emp_vehicle_preset
- emp_vehicle_spawner
- emp_team_sound_pointentity
- emp_team_text_pointentity
- emp_tutorial_entity
- emp_filter_activator_chassisname
- emp_filter_activator_weaponname
- emp_commander_auto_target
Model Entities
Model entities are similar to point entities, but instead are represented by a model. Model entities typically consist of visible, physical objects and are represented by some kind of model. With regards to Empires, a model entity would typically be a building such as a barracks, vehicle factory, ammo or health crate, turret, and so on.
- emp_building_imp_armory
- emp_building_imp_barracks
- emp_building_imp_mgturret
- emp_building_imp_mlturret
- emp_building_imp_radar
- emp_building_imp_refinery
- emp_building_imp_repairstation
- emp_building_imp_vehiclefactory
- emp_building_nf_airfactory
- emp_building_nf_armory
- emp_building_nf_barracks
- emp_building_nf_mgturret
- emp_building_nf_mlturret
- emp_building_nf_radar
- emp_building_nf_refinery
- emp_building_nf_repairstation
- emp_building_nf_vehiclefactory
- emp_cap_model
- emp_eng_map_model
- emp_imp_ammo_crate
- emp_imp_commander
- emp_imp_health_crate
- emp_nf_ammo_crate
- emp_nf_commander
- emp_nf_health_crate
- emp_resource_point_prop
Non-Functioning Model Entities
- emp_building_imp_airfactory (this stand-in entity is a relic from when aircraft were a development goal and does not function)
Brush-based Entities
Brush-based entities require the creation of a brush or group of brushes, which the desired entity can be tied to. Brush-based entities are not available for selection in the drop-down menu where point and model entities are selected. To create a brush-based entity, one must create a piece of brushwork, select it, right-click on it in one of the viewing panes in the Hammer editor, click Tie to Entity, and then select an entity type from the drop-down menu in the entity's properties.
- emp_cap_point
- emp_comm_restrict
- emp_eng_map_brush
- emp_eng_restrict
- emp_infantry_restrict
- emp_mine_restrict