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hpl1:documentation:content.creation.document.chap6 [2010/11/04 06:44]
jens created
hpl1:documentation:content.creation.document.chap6 [2010/11/04 07:47] (current)
jens [6.3 Game Section]
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 === 6.1.1 Entity Types=== === 6.1.1 Entity Types===
-Several different entity types have been created to simplify the creation of often used objects such as doors, lights and buttons. Much of the special entity functionality can be scripted in the .hps file for a level, but using special entities you can easily make an entity that can be imported to a level and have full functionality from the start. These entity types have extra settings mainly set in the <​GAME/>​ section of the entity files. The specific settings for each entity type is described in [[content.creation.document#​game.section|Chapter 6.3]].+Several different entity types have been created to simplify the creation of often used objects such as doors, lights and buttons. Much of the special entity functionality can be scripted in the .hps file for a level, but using special entities you can easily make an entity that can be imported to a level and have full functionality from the start. These entity types have extra settings mainly set in the <​GAME/>​ section of the entity files. The specific settings for each entity type is described in [[#​game.section|Chapter 6.3]].
  
-Types are edited as described in [[content.creation.document#​main|Chapter 6.2.1]].+Types are edited as described in [[#​main|Chapter 6.2.1]].
  
 The following entity types are available: The following entity types are available:
 |Type      |Subtype ​  ​| ​                             | |Type      |Subtype ​  ​| ​                             |
 |**Object**|**Normal**|Regular objects with no specific function. Examples: Wooden box, rock | |**Object**|**Normal**|Regular objects with no specific function. Examples: Wooden box, rock |
-|**[[content.creation.document#​type.enemy|Enemy]]**|**"​EnemyName"​**|Enemy entities, these have a very extended <​GAME/>​ section. "​EnemyName"​ = Worm, Dog, Spider. //This entity type is somewhat limited as to what sort of enemies have been in Penumbra.//​| +|**[[#​type.enemy|Enemy]]**|**"​EnemyName"​**|Enemy entities, these have a very extended <​GAME/>​ section. "​EnemyName"​ = Worm, Dog, Spider. //This entity type is somewhat limited as to what sort of enemies have been in Penumbra.//​| 
-|**[[content.creation.document#​type.swingdoor|SwingDoor]]**|**Normal**|Doors and objects with door like features. Examples: All regular doors that swing open, can also be used with success to create coffins, cupboards etc. A SwingDoor is easy to lock, unlock, make it breakable etc| +|**[[#​type.swingdoor|SwingDoor]]**|**Normal**|Doors and objects with door like features. Examples: All regular doors that swing open, can also be used with success to create coffins, cupboards etc. A SwingDoor is easy to lock, unlock, make it breakable etc| 
-|**[[content.creation.document#​type.item|Item]]**|**Normal**|Item is an entity type that will be added to the players inventory. Normal is used for all regular items like keys, puzzle items and such. Basically an item that you want to be added to the inventory and that the player can then combine with another item, use on an item or some other basic item usage.| +|**[[#​type.item|Item]]**|**Normal**|Item is an entity type that will be added to the players inventory. Normal is used for all regular items like keys, puzzle items and such. Basically an item that you want to be added to the inventory and that the player can then combine with another item, use on an item or some other basic item usage.| 
-|**[[content.creation.document#​type.item|Item]]**|**Battery**|Item is an entity type that will be added to the players inventory. Battery is added to the energy meter.| +|**[[#​type.item|Item]]**|**Battery**|Item is an entity type that will be added to the players inventory. Battery is added to the energy meter.| 
-|**[[content.creation.document#​type.item|Item]]**|**Dynamite**|Item is an entity type that will be added to the players inventory. Dynamite is is for... an object that will be thrown, explode and inflict damage.| +|**[[#​type.item|Item]]**|**Dynamite**|Item is an entity type that will be added to the players inventory. Dynamite is is for... an object that will be thrown, explode and inflict damage.| 
-|**[[content.creation.document#​type.item|Item]]**|**Health**|Item is an entity type that will be added to the players inventory. Health is an item that can be "​eaten"​.| +|**[[#​type.item|Item]]**|**Health**|Item is an entity type that will be added to the players inventory. Health is an item that can be "​eaten"​.| 
-|**[[content.creation.document#​type.item|Item]]**|**Flare**|Item is an entity type that will be added to the players inventory. Flare is an item that will be active in the players hand for a certain amount as configured in config/​game.cfg.| +|**[[#​type.item|Item]]**|**Flare**|Item is an entity type that will be added to the players inventory. Flare is an item that will be active in the players hand for a certain amount as configured in config/​game.cfg.| 
-|**[[content.creation.document#​type.door|Door]]**|**Normal**|A door entity that contains animations, not used in the Tech Demo/​Overture but is there and functional. Examples: Star Trek doors that slide open etc...| +|**[[#​type.door|Door]]**|**Normal**|A door entity that contains animations, not used in the Tech Demo/​Overture but is there and functional. Examples: Star Trek doors that slide open etc...| 
-|**[[content.creation.document#​type.doorpanel|DoorPanel]]**|**Normal**|A panel entity that is easily connectable to Door, enabling interacting with the panel to open/close door.| +|**[[#​type.doorpanel|DoorPanel]]**|**Normal**|A panel entity that is easily connectable to Door, enabling interacting with the panel to open/close door.| 
-|**[[content.creation.document#​type.lamp|Lamp]]**|**Normal**|Item is an entity type for creating an object with an easy to control light source. Examples: desk lamp, ceiling light, control panel with lights, a machine with lights.| +|**[[#​type.lamp|Lamp]]**|**Normal**|Item is an entity type for creating an object with an easy to control light source. Examples: desk lamp, ceiling light, control panel with lights, a machine with lights.| 
-|**[[content.creation.document#​type.button|Button]]**|**Normal**|An entity that will easily control other entities. Examples: switch to turn on/off ceiling lights.|+|**[[#​type.button|Button]]**|**Normal**|An entity that will easily control other entities. Examples: switch to turn on/off ceiling lights.|
 |**Lever**|**Normal**|An entity that is a lever and as such can easily trigger events when pulled, can also be locked and unlocked.| |**Lever**|**Normal**|An entity that is a lever and as such can easily trigger events when pulled, can also be locked and unlocked.|
-|**[[content.creation.document#​type.wheel|Wheel]]**|**Normal**|Not done, an entity that can be rotated several times and easily read out and trigger events based on that.|+|**[[#​type.wheel|Wheel]]**|**Normal**|Not done, an entity that can be rotated several times and easily read out and trigger events based on that.|
 \\ \\
 \\ \\
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 ^Name                 ​^Type ​      ​^Default ^Description ^ ^Name                 ​^Type ​      ​^Default ^Description ^
-|**InteractMode** ​    ​|//​String//​ |Static ​ |Different modes for when you interact with the object, [[content.creation.document#additional.specific.information|see below for details]]. "​Static",​ "​Grab",​ "​Move",​ "​Push"​.|+|**InteractMode** ​    ​|//​String//​ |Static ​ |Different modes for when you interact with the object, [[#​additional specific information|see below for details]]. "​Static",​ "​Grab",​ "​Move",​ "​Push"​.|
 |**ForwardUpMul** ​    ​|//​Float// ​ |1       ​|MoveMode:​ Multiplied to the forward/​backward force when moving the mouse up/down.| |**ForwardUpMul** ​    ​|//​Float// ​ |1       ​|MoveMode:​ Multiplied to the forward/​backward force when moving the mouse up/down.|
 |**UpMul** ​           |//​Float// ​ |1       ​|MoveMode:​ Multiplied to the up/down force when moving the mouse up/down.| |**UpMul** ​           |//​Float// ​ |1       ​|MoveMode:​ Multiplied to the up/down force when moving the mouse up/down.|
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 |**UseNormalMass** ​   |//​Bool// ​  ​|False ​  ​|GrabMode:​ Should the object'​s normal mass be used.| |**UseNormalMass** ​   |//​Bool// ​  ​|False ​  ​|GrabMode:​ Should the object'​s normal mass be used.|
 |**GrabMassMul** ​     |//​Float// ​ |1       ​|GrabMode:​ Multiplied to the force applied to the object.| |**GrabMassMul** ​     |//​Float// ​ |1       ​|GrabMode:​ Multiplied to the force applied to the object.|
-|**MaxInteractDist** ​ |//​Float// ​ |[[content.creation.document#additional.specific.information|Depends]] |The maximum length at which the object can be interacted with.|+|**MaxInteractDist** ​ |//​Float// ​ |[[#​additional specific information|Depends]] |The maximum length at which the object can be interacted with.|
 |**PauseControllers** |//​Bool// ​  ​| ​       |MoveMode: Should controllers be paused when interacting.| |**PauseControllers** |//​Bool// ​  ​| ​       |MoveMode: Should controllers be paused when interacting.|
 |**DamageCharacter** ​ |//​Bool// ​  ​|False ​  ​|Should the characters take damage from the object.| |**DamageCharacter** ​ |//​Bool// ​  ​|False ​  ​|Should the characters take damage from the object.|
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 Door is an old entity type that was added even before the tech demo. It's a door that uses animations to open and close, and when closed it can block portals making it a good optimization tool in crowded areas. Door is an old entity type that was added even before the tech demo. It's a door that uses animations to open and close, and when closed it can block portals making it a good optimization tool in crowded areas.
  
-The Door entity needs 4 animations named: Opening, Open, Closing and Closed. It's an opening animation, the static open look, the closing animation and the static closed door. See [[content.creation.document#​animations|Chapter 2.2]] for mor details on animations.+The Door entity needs 4 animations named: Opening, Open, Closing and Closed. It's an opening animation, the static open look, the closing animation and the static closed door. See [[hpl1:​documentation:​content.creation.document.chap2#​animations|Chapter 2.2]] for mor details on animations.
  
 <code c++> <code c++>
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 |**DescCat** ​         |//String// |" " ​    ​|Translation Category for description.| |**DescCat** ​         |//String// |" " ​    ​|Translation Category for description.|
 |**DescEntry** ​       |//String// |" " ​    ​|Translation Entry for description.| |**DescEntry** ​       |//String// |" " ​    ​|Translation Entry for description.|
-|**ItemType** ​        ​|//​String//​ |"​Normal"​|Type of Item, [[content.creation.document#different.types.of.items|see below for possible values]].|+|**ItemType** ​        ​|//​String//​ |"​Normal"​|Type of Item, [[#​different types of items|see below for possible values]].|
 |**HasCount** ​        ​|//​Bool// ​  ​|False ​  |If the item has a count, ie it only takes up one slot.| |**HasCount** ​        ​|//​Bool// ​  ​|False ​  |If the item has a count, ie it only takes up one slot.|
 |**Count** ​           |//​Int// ​   |1       |If the items has a count this specifies how much the count increases.| |**Count** ​           |//​Int// ​   |1       |If the items has a count this specifies how much the count increases.|
hpl1/documentation/content.creation.document.chap6.1288853042.txt.gz · Last modified: 2010/11/04 06:44 by jens