Entity Index: Difference between revisions
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==Brush-based Entities== | ==Brush-based Entities== | ||
Brush-based entities require the creation of a brush or group of brushes, which are then tied to a desired entity type. 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_cap_point]] | ||
* [[emp_comm_restrict]] | * [[emp_comm_restrict]] |
Revision as of 04:00, 14 July 2010
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
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_airfactory
- 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
Brush-based Entities
Brush-based entities require the creation of a brush or group of brushes, which are then tied to a desired entity type. 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.