Difference between revisions of "Entity types"

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* [[File:TemplateType_Item.png|32px]] '''Items'''
 
* [[File:TemplateType_Item.png|32px]] '''Items'''
** Interactible
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** [[File:TemplateType_Item.png|32px]] Interactable
 
**: Interactible items are items that can be manipulated in game.
 
**: 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.
 
**: Examples of interactible are armors, weapons, destructibles (such as barrels), loot containers (such as chests) and traps.
** Scenery
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** [[File:TemplateType_Scenery.png|32px]] 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.
 
**: 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.
 
**: Examples of scenery items are tents, trees, pillars and rocks.
* '''Characters'''
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* [[File:TemplateType_Character.png|32px]] '''Characters'''
 
*: Characters are AI or player controlled entities such as animals, guards and vendors.
 
*: Characters are AI or player controlled entities such as animals, guards and vendors.
* '''Triggers'''
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* [[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
 
** Point
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** StatsArea <sup>[[#Notes|[1]]]</sup>
 
** 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.
* '''Lights'''
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* [[File:TemplateType_Light.png|32px]] '''Lights'''
 
*: Lights are entities that emit light.
 
*: Lights are entities that emit light.
 
** Point Light
 
** Point Light
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** Spot Light
 
** Spot Light
 
**: An entity that casts light in one direction
 
**: An entity that casts light in one direction
* '''Light Probes'''
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* [[File:TemplateType_LightProbe.png|32px]] '''Light Probes'''
 
*: Light probes are used for global illumination.
 
*: Light probes are used for global illumination.
* '''Prefabs'''
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* [[File:TemplateType_Prefab.png|32px]] '''Prefabs'''
 
*: A prefab is a collection of entities, and is used to speed up decoration.
 
*: A prefab is a collection of entities, and is used to speed up decoration.
* '''Wall Construction'''
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* [[File:TemplateType_WallContruction.png|32px]] '''Wall Construction'''
 
*: A wall construction can be used to create houses and other structures.
 
*: A wall construction can be used to create houses and other structures.
* '''Decals'''
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* [[File:TemplateType_Decal.png|32px]] '''Decals'''
 
*: Decals are 2D textures that are projected onto 3D objects.
 
*: Decals are 2D textures that are projected onto 3D objects.
* '''Splines'''
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* [[File:TemplateType_Spline.png|32px]] '''Splines'''
 
*: Splines are sets of control points that can be followed by entities.
 
*: Splines are sets of control points that can be followed by entities.
 
*: Example uses for splines are cinematic camera movement and guard patrol paths.
 
*: Example uses for splines are cinematic camera movement and guard patrol paths.
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* '''Projectiles'''
 
* '''Projectiles'''
 
* '''Surfaces'''
 
* '''Surfaces'''
*: Surface cell templates. Surfaces will spawn these entities where they are applied.
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*: [[File:TemplateType_Surface.png|32px]] Surface cell templates. Surfaces will spawn these entities where they are applied.
 
* '''References'''
 
* '''References'''
* '''Level Templates'''
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* [[File:TemplateType_LevelTemplate.png|32px]] '''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.
 
*: 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.
  

Revision as of 16:47, 20 September 2017

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

  • TemplateType Item.png Items
    • TemplateType Item.png 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.
    • TemplateType Scenery.png 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.
  • TemplateType Character.png Characters
    Characters are AI or player controlled entities such as animals, guards and vendors.
  • TemplateType Trigger.png 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
      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
    • 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.
  • TemplateType Light.png 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
  • TemplateType LightProbe.png Light Probes
    Light probes are used for global illumination.
  • TemplateType Prefab.png Prefabs
    A prefab is a collection of entities, and is used to speed up decoration.
  • TemplateType WallContruction.png Wall Construction
    A wall construction can be used to create houses and other structures.
  • TemplateType Decal.png Decals
    Decals are 2D textures that are projected onto 3D objects.
  • TemplateType Spline.png 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
    TemplateType Surface.png Surface cell templates. Surfaces will spawn these entities where they are applied.
  • References
  • TemplateType LevelTemplate.png 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.