Difference between revisions of "Entity types"
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* [[File:TemplateType_Trigger.png|32px]] '''Triggers''' | * [[File:TemplateType_Trigger.png|32px]] '''Triggers''' | ||
*: [[Triggers]] are entities that effect an area. Triggers are commonly used for scripted events such as traps, but can be used for much more. See the full list of triggers below. | *: [[Triggers]] are entities that effect an area. Triggers are commonly used for scripted events such as traps, but can be used for much more. See the full list of triggers below. | ||
− | ** Point | + | ** [[File:TemplateType_Trigger_Point.png|32px]] Point |
− | ** Teleport | + | ** [[File:TemplateType_Trigger_Teleport.png|32px]] Teleport |
− | ** Area | + | ** [[File:TemplateType_Trigger_Area.png|32px]] Area |
− | ** Start | + | ** [[File:TemplateType_Trigger_Start.png|32px]] Start |
**: Creates a starting point for player characters. | **: Creates a starting point for player characters. | ||
− | ** Atmosphere | + | ** [[File:TemplateType_Trigger_Atmosphere.png|32px]] Atmosphere |
**: Atmosphere triggers can be used to set the atmosphere for an area. | **: Atmosphere triggers can be used to set the atmosphere for an area. | ||
− | ** Cull | + | ** [[File:TemplateType_Trigger_Cull.png|32px]] Cull |
**: A cull trigger hides objects outside its bounds when it contains the player's camera. | **: A cull trigger hides objects outside its bounds when it contains the player's camera. | ||
− | ** AiSeeder | + | ** [[File:TemplateType_Trigger_AiSeeder.png|32px]] AiSeeder |
**: An AiSeeder is a point from which the walkable areas on the [[AI grid|AI grid]] will be calculated. | **: An AiSeeder is a point from which the walkable areas on the [[AI grid|AI grid]] will be calculated. | ||
− | ** PointSound | + | ** [[File:TemplateType_Trigger_PointSound.png|32px]] PointSound |
**: A point from which a sound is played. | **: A point from which a sound is played. | ||
− | ** MusicVolume <sup>[[#Notes|[1]]]</sup> | + | ** [[File:TemplateType_Trigger_MusicVolume.png|32px]] MusicVolume <sup>[[#Notes|[1]]]</sup> |
**: Sets the music volume in an area. | **: Sets the music volume in an area. | ||
− | ** SoundVolume <sup>[[#Notes|[1]]]</sup> | + | ** [[File:TemplateType_Trigger_SoundVolume.png|32px]] SoundVolume <sup>[[#Notes|[1]]]</sup> |
**: Sets the sound volume in an area. | **: Sets the sound volume in an area. | ||
− | ** Region | + | ** [[File:TemplateType_Trigger_Region.png|32px]] Region |
**: Creates a region seperate from its surroundings, which can lock the camera inside it and block vision. | **: Creates a region seperate from its surroundings, which can lock the camera inside it and block vision. | ||
− | ** SecretRegion | + | ** [[File:TemplateType_Trigger_Region.png|32px]] SecretRegion |
− | ** CameraLocking | + | ** [[File:TemplateType_Trigger_CameraLocking.png|32px]] CameraLocking |
− | ** Event | + | ** [[File:TemplateType_Trigger_Event.png|32px]] Event |
**: A trigger that broadcasts an event entered or exited | **: A trigger that broadcasts an event entered or exited | ||
− | ** Spectator | + | ** [[File:TemplateType_Trigger_Spectator.png|32px]] Spectator |
− | ** CrimeArea | + | ** [[File:TemplateType_Trigger_CrimeArea.png|32px]] CrimeArea |
− | ** CrimeRegion | + | ** [[File:TemplateType_Trigger_CrimeRegion.png|32px]] CrimeRegion |
− | ** AIHintArea | + | ** [[File:TemplateType_Trigger_AiHintArea.png|32px]] AIHintArea |
− | ** StatsArea <sup>[[#Notes|[1]]]</sup> | + | ** [[File:TemplateType_Trigger_Stats.png|32px]] StatsArea <sup>[[#Notes|[1]]]</sup> |
**: Sets the default level override of characters and items in an area, when the level override of those characters and items is set to -1. | **: Sets the default level override of characters and items in an area, when the level override of those characters and items is set to -1. | ||
* [[File:TemplateType_Light.png|32px]] '''Lights''' | * [[File:TemplateType_Light.png|32px]] '''Lights''' |
Revision as of 16:57, 20 September 2017
The editor allows you to create global, root or local templates of the following entity types:
- Items
- Interactable
- Interactible items are items that can be manipulated in game.
- Examples of interactible are armors, weapons, destructibles (such as barrels), loot containers (such as chests) and traps.
- Scenery
- Scenery items are items that are part of the static scenery in the game world, and are mainly used for decoration. The distinction between sceneries and interactibles exists for performance reasons, so it is recommended that you make sure item templates are the correct type.
- Examples of scenery items are tents, trees, pillars and rocks.
- Interactable
- Characters
- Characters are AI or player controlled entities such as animals, guards and vendors.
- Triggers
- Triggers are entities that effect an area. Triggers are commonly used for scripted events such as traps, but can be used for much more. See the full list of triggers below.
- Point
- Teleport
- 32px Area
- Start
- Creates a starting point for player characters.
- Atmosphere
- Atmosphere triggers can be used to set the atmosphere for an area.
- Cull
- A cull trigger hides objects outside its bounds when it contains the player's camera.
- AiSeeder
- An AiSeeder is a point from which the walkable areas on the AI grid will be calculated.
- PointSound
- A point from which a sound is played.
- MusicVolume [1]
- Sets the music volume in an area.
- SoundVolume [1]
- Sets the sound volume in an area.
- Region
- Creates a region seperate from its surroundings, which can lock the camera inside it and block vision.
- SecretRegion
- CameraLocking
- Event
- A trigger that broadcasts an event entered or exited
- Spectator
- CrimeArea
- CrimeRegion
- 32px AIHintArea
- StatsArea [1]
- Sets the default level override of characters and items in an area, when the level override of those characters and items is set to -1.
- Lights
- Lights are entities that emit light.
- Point Light
- An entity that casts light in all directions
- Spot Light
- An entity that casts light in one direction
- Light Probes
- Light probes are used for global illumination.
- Prefabs
- A prefab is a collection of entities, and is used to speed up decoration.
- Wall Construction
- A wall construction can be used to create houses and other structures.
- Decals
- Decals are 2D textures that are projected onto 3D objects.
- Splines
- Splines are sets of control points that can be followed by entities.
- Example uses for splines are cinematic camera movement and guard patrol paths.
- Dummies
- Projectiles
- Surfaces
- Surface cell templates. Surfaces will spawn these entities where they are applied.
- References
- Level Templates
- Level templates are entities that stream other levels into your level. This is useful when working on larger levels and eliminates the need for zoning (load screens) in between areas.
Notes
[1] This is a polygon trigger, see the creation mode menu to edit the trigger's bounds.