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hpl3:game:scripting:entity_components

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hpl3:game:scripting:entity_components [2017/04/20 07:30]
alexkalopsia [Sub State] Formatting
hpl3:game:scripting:entity_components [2017/04/20 07:57] (current)
alexkalopsia [General] Adapted to be consistent with other parts of the page
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 ==== General ==== ==== General ====
-This will make the entitie's head follow a certain target. ​What is the head is set b setting ​up the bones that makes up the neck and how much influence each should have. This is done using Setup(...) or by using the variables in the .ent file (use LoadFromVariables from the script to load the variables).+ 
 +This will make the entity's head follow a certain target. ​The HeadTracker component needs to be setup loading ​up the bones that make up the neck and how much influence ​they have on each other. This can be done manually through the Setup() ​method, ​or by reading ​the variables in the .ent file using the LoadFromVariables() method.
  
 ===== ForceEmitter ===== ===== ForceEmitter =====
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 ==== General ==== ==== General ====
-When this is added, the backbone of the entity (as defined in the ent file) will be bent as the entity moves along. It is meant to be used by things like fishes, etc to get more natural like movement, but can of course be used for whatever. ​Note that all setup should ​be done in the ent file, and have the component load the type variables.+ 
 +When this is added, the backbone of the entity (as defined in the ent file) will be bent as the entity moves along. It is meant to be used by things like fishes, etc to get more natural like movement, but can of course be used for whatever. ​The BackboneTail component needs to be setup loading up the bones that make up the tail and how much influence they have on each other. This can be done manually through the Setup() method, or by reading the variables ​in the .ent file using the LoadFromVariables() method. 
hpl3/game/scripting/entity_components.1492673440.txt.gz · Last modified: 2017/04/20 07:30 by alexkalopsia