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hpl2:amnesia:entities [2014/09/18 13:18]
mudbill * Asterisks.
hpl2:amnesia:entities [2019/09/03 21:45] (current)
suspecm
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 ====== Entities ====== ====== Entities ======
  
-Work in progress page.<​nowiki>​%%+Work in progress page.
  
-%%*%%%%</​nowiki><​nowiki>​*</​nowiki>​Please add more information about missing subjects<​nowiki>​*</​nowiki><​nowiki>​*</​nowiki>​+<​nowiki>​*</​nowiki><​nowiki>​*</​nowiki>​Please add more information about missing subjects//<​nowiki>​*</​nowiki>​////<​nowiki>​*</​nowiki>​//
  
-This page talks about the different types of entities found within the HPL2 engine. The type determines how the entity will is set up, what kind it is, what it does under different circumstances etc. Using the Model Editor you can identify and specify which type an entity has. In the Level Editor, the different types have different settings applicable for them. For instance a MoveObject type will have the OffsetArea box available in the Level Editor, and an Item (Note) type will have a NoteText box available.+This page talks about the different types of entities found within the HPL2 engine. The type determines how the entity will be set up, what kind it is, what it does under different circumstances etc. Using the Model Editor you can identify and specify which type an entity has. In the Level Editor, the different types have different settings applicable for them. For instance a MoveObject type will have the OffsetArea box available in the Level Editor, and an Item (Note) type will have a NoteText box available.
  
-Here's a list of all the available entity ​types and their subtypes+list of all the types and subtypes ​can be found in the table of contents to the right.
- +
-    * StaticProp +
-    * CommentaryIcon +
-    * Object +
-      * Static +
-      * Grab +
-      * Push +
-      * Slide +
-    * SwingDoor +
-    * Lever +
-    * Wheel +
-    * MultiSlider +
-    * Lamp +
-    * Button +
-    * Photocell +
-    * MoveObject +
-    * Item +
-      * Puzzle +
-      * Coins +
-      * Note +
-      * Diary +
-      * Lantern +
-      * Health +
-      * Sanity +
-      * LampOil +
-      * Tinderbox +
-      * HandObject +
-    * Chest +
-    * OilBarrel +
-    * EmotionStone +
-    * NPC +
-    * LevelDoor +
-    * CritterBug +
-    * Enemy_Grunt +
-    * Enemy_Waterlurker +
-    * PlayerHands +
-    * HandObject+
  
 ==== StaticProp ==== ==== StaticProp ====
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 ==== SwingDoor ==== ==== SwingDoor ====
  
-A SwingDoor entity is just that; a swing door. Any door you can grab and swing open is considered a SwingDoor. The other option would be LevelDoor, which goes under its own category. To use a SwingDoor, you need to attach joints to where you want the door to swing around. These are usually ​place by the hinges of the door. On the joint you can set the min and max values to limit how much the door can be opened. These are usually approximately 90 degrees apart in either positive or negative directions.+A SwingDoor entity is just that; a swing door. Any door you can grab and swing open is considered a SwingDoor. The other option would be LevelDoor, which goes under its own category. To use a SwingDoor, you need to attach joints to where you want the door to swing around. These are usually ​placed ​by the hinges of the door. On the joint you can set the min and max values to limit how much the door can be opened. These are usually approximately 90 degrees apart in either positive or negative directions.
  
 ==== Lever ==== ==== Lever ====
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 ==== Wheel ==== ==== Wheel ====
  
-A Wheel entity is a wheel that can be turned. They use states ​like the levers. Some wheels can be turned ​unlimited ​and some (mostly valves) can be turned for a fixed amount in order to trigger an event. Wheels require a joint.+A Wheel entity is a wheel that can be turned. They use states ​similar to the levers. Some wheels can be turned ​indefinitely ​and some (mostly valves) can be turned for a fixed amount in order to trigger an event. Wheels require a joint.
  
 ==== MultiSlider ==== ==== MultiSlider ====
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 === Coins === === Coins ===
  
-Add info.+Cut item type from the game that was supposed to be a collectible the player could buy something with. They have no purpose in the game.
  
 === Note === === Note ===
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 === HandObject === === HandObject ===
  
-Add info.+Cut feature from the game. These items were supposed to be things like pickaxe that the player could swing around (like in Penumbra). They have no purpose in the game.
  
 === Chest === === Chest ===
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 ==== OilBarrel ==== ==== OilBarrel ====
  
-Add info.+An OilBarrel entity simply adds some oil to the player'​s lantern storage upon interaction. The oil amount will be random unless otherwise specified.
  
 ==== EmotionStone ==== ==== EmotionStone ====
  
-Add info.+An EmotionStone entity works like the glowing jar-like objects from the game. Upon interacting with an EmotionStone entity, the screen fades to white and displays a message for the player.
  
 ==== NPC ==== ==== NPC ====
  
-Add info.+Non-Player Characters those aren't enemies. Characters like Agrippa are NPC's. Their only purpose is to stand in place and look at the player (if you enable the option).
  
 ==== LevelDoor ==== ==== LevelDoor ====
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 ==== CritterBug ==== ==== CritterBug ====
  
-Add info.+Critters like rats, roaches or fishes on the ground (or in the case of fish, water) those move around the room they are placed in and run away from the player.
  
 ==== Enemy_Grunt ==== ==== Enemy_Grunt ====
  
-Add info.+An Enemy_Grunt entity is a standard enemy entity. It uses properties like the grunt and brute in the game. Enemy entities are advanced to set up, and should include animations added through Settings > Animations. Enemy properties can be modified in the entity type window, like certains sounds and music tracks playing, the enemy'​s awareness levels and damage, speed and other similar settings. An enemy does not use a collision box, but instead a skeleton and the before mentioned properties to determine how to collide/hit something.
  
 ==== Enemy_Waterlurker ==== ==== Enemy_Waterlurker ====
  
-Add info.+Enemy type of the watermonster. Since you can't assign animations to it, you might as well just use the normal waterlurker of the base game unless you want to change its properties (like damage on hit or movement speed).
  
 ==== PlayerHands ==== ==== PlayerHands ====
  
-Add info.+Player'​s hands. Unless you want to make a different looking hand for example, a full conversion mod, you don't have to worry about this.
  
 ==== HandObject ==== ==== HandObject ====
  
-Add info.+Cut feature from the game. These items were supposed to be things like pickaxe that the player could swing around (like in Penumbra). They have no purpose in the game.
  
hpl2/amnesia/entities.1411046297.txt.gz · Last modified: 2014/09/18 13:18 by mudbill