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Level Entities

All of these entity types should be relatively familiar to anyone who has designed a map for Quake-based or Source-based games; the biggest difference between Quake-style level entities and our entities is that our entities never include built-in proximity triggers; triggers are always separate, and must be created separately from what they control.

Triggering Events

Triggerable entities are what give a level its interactivity. There are several types of generic Triggerables; ones that must be in the player's hand to be activated (Usable), ones that can be activated by the player while in the world (Button), and ones that can only be activated by the player (or, optionally, another object) entering them. (Trigger) There are also other Triggerable entities (including Movable entities; see below) which may not be activated by the player directly, but must instead be activated by a signal.

Slots are named using the following convention:

EntityName:slotName

EntityName should match the name of one or more entities, and slotName should match one of the available signals on each of the matched entities.

SignalSource entities are able to emit signals which can trigger slots in other entities. All SignalSource entities share some common properties for each signal they define:

The below entities also share one common signal:

Usable

These entities must be picked up to be activated.

Button

These entities can be activated by the player by using the activate action on them.

Trigger

These entities can be activated by the player or another entity entering their collider.

Properties:

Doors, Platforms, Lifts, etc.

All of the aforementioned types of objects are implemented using the Movable entity types. Various Movable classes, listed below, allow for different types of triggered movement.

All Movable entities share some common properties:

They also share one common slot:

Finally, they also share some common signals:

LinearMovable

Properties:

RotationMovable

Properties:

PathMovable

Properties:

ParametricMovable

This is the most advanced type of Movable; it uses a parametric movement equation to allow advanced types of movement without using a path.

Properties:

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Last Modified: 07.06.10, 10:48 AM by whitelynx