Entity types

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The editor allows you to create global, root or local templates of the following entity types:

  • Items
    • Interactible
      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.
  • 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
    • Area
    • Start
    • Atmosphere
    • Cull
    • AiSeeder
    • PointSound
    • PointSoundDummy
    • MusicVolume
    • SoundVolume
    • Region
    • SecretRegion
    • CameraLocking
    • Event
    • Spectator
    • CrimeArea
    • CrimeRegion
    • AIHintArea
    • StatsArea
  • Lights
    Lights are entities that emit light.
  • 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 cosntruction 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
  • 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.