Editing Entity
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'''Entity''' (edict, object) - any object in game world. Players, Monsters, Items etc. are entities. | '''Entity''' (edict, object) - any object in game world. Players, Monsters, Items etc. are entities. | ||
− | + | There is 3 types of game entities, depends on what programs they exists: | |
− | + | * Game entity | |
+ | ** Server entity (actual game entity, get saved to savegames) | ||
+ | ** Client entity (networked game entity on a client) | ||
+ | ** Menu entity (exists only in menu program which is a separated from a client because client program get unloaded when level changes) | ||
+ | * Network entity - legacy engine-based networking (not using client-side progs) | ||
+ | * Render entity - a Network/Client entity that is sent to render. | ||
− | + | === Game entity structure === | |
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− | + | Each game entity have: | |
− | + | * entity number (index in global entity storage) | |
− | + | * entity class (code-drived behavior) | |
+ | * fields (or keys) - entity properties. | ||
Example of entity fields: | Example of entity fields: | ||
− | + | health - health of entity | |
− | health - health of | + | classname - entity class name |
− | classname - entity class name | + | |
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_ls - q3map2 field, sets scale of lightmaps to be generated for entity surfaces | _ls - q3map2 field, sets scale of lightmaps to be generated for entity surfaces | ||
− | == | + | In QuakeC, all entities shares the same fieldset. But on different entity classes, same fields can have different functionality. |
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+ | ==== Fields classification ==== | ||
− | * | + | * Common field - field of entity that can be set in level editor (such as '''origin''') |
− | * | + | * Gamecode field - this one is being set by gamecode, not acessible in level editor |
− | * | + | * Non-Saved field - not saved to a savegame filed, this fields always prefixed by _. |
+ | * Compiler-only field - this field dont exist in the game logic and only used by Q3map2 to guide compilation of map. | ||
[[Category:Glossary]] | [[Category:Glossary]] |