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Entities
Sam edited this page Aug 22, 2016
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- Classname is the name of an entity in the game
- If the classname starts with the character
!
, it is a special entity that is not shown in the main entities menu, and there is a separate button to create it. Examples of this are!model
and!map
, both of which have separate buttons in Torii to import them
- If the classname starts with the character
- Properties of an entity are simple key-value pairs, both are represented as strings
- There are 5 types of property, they are as follows:
- Text
- Checkbox
- FileBrowse
- Slider
- ColorPicker
- There are 5 types of property, they are as follows:
- Spawnflags are a set of boolean values encoded in a 32-bit unsigned integer that determine certain properties of an entity
- Spawnflags with the character
!
at the start are initially disabled
- Spawnflags with the character
-
action_
entities are designed to be parts of anaction_sequence
- The master entity is
action_sequence
, it has a unique sequence name that identifies it - The other
action_
entities,action_animate
,action_move
,action_rotate
,action_sound
, andaction_wait
, simply need to reference the name of the sequence they are a part of, and say what place in the sequence they are in - When the sequence is played, it will execute these actions in order
- The master entity is
- Translatable
- Properties:
- "Sequence name" (Text)
- "Sequence position" (Text)
- "Animation" (Text), the animation to play when action is active
- Spawnflags: None
- Translatable
- Properties:
- "Sequence name" (Text)
- "Sequence position" (Text)
- "Target name" (Text), the
target
entity to move to - "Move speed" (Text), the speed at which to move at
- Spawnflags:
- "Face movement direction"
- Translatable
- Properties:
- "Sequence name" (Text)
- "Sequence position" (Text)
- "Rotation" (Text), the Y axis rotation to rotate to
- "Rotation speed" (Text), the speed at which to rotate (if enabled)
- Spawnflags:
- "!Rotate instantly", if enabled, model snaps to rotation
- Translatable
- Properties:
- "Sequence name" (Text), the unique name of this sequence
- "Next sequence" (Text), the name of the next sequence to play (if enabled)
- "Times to loop" (Text), the number of times to loop this sequence (if enabled)
- Spawnflags:
- "Begin on level load", should this sequence play when the level loads?
- "!Loop sequence"
- "!Has next sequence", should the "Next sequence" property be used?
- Translatable
- Properties:
- "Sequence name" (Text)
- "Sequence position" (Text)
- "Audio clip" (FileBrowse), the audio clip to play
- Spawnflags: None
- Translatable
- Properties:
- "Sequence name" (Text)
- "Sequence position" (Text)
- "Wait time" (Text), the time to wait when this action is played
- Spawnflags: None
- Translatable
- Properties:
- "Audio clip" (FileBrowse), the audio clip to play
- "Min distance" (Text), how far the audio can be heard
- "Loop delay" (Text), how long to wait between loops (if enabled)
- Spawnflags:
- "Loop audio?"
- Translatable
- Properties:
- "Staticity" (Text), how much this dream will affect the dream graph's static axis (can be negative)
- "Happiness" (Text), how much this dream will affect the dream graph's happy axis (can be negative)
- "Sun color" (ColorPicker), color of the sun
- "Fog color" (ColorPicker), color of fog (if forced)
- "Cloud color" (ColorPicker), color of clouds (if forced)
- "Sky color" (ColorPicker), color of the sky (if forced)
- Spawnflags:
- "!Spawn grey man"
- "!Force sky color"
- "!Force fog color"
- "Music enabled" (DEPRECATED, whether music is enabled or not is simply determined by the presence of a
music_controller
entity) - "Use sun"
- "Use clouds"
- "Use sunburst"
- "!Force cloud color"
- "Use sky gradient"
- "!Force sun color"
- Translatable, Rotatable, Scalable
- Properties:
- "Map src" (Text), the path to the map to be loaded (DO NOT CHANGE THIS)
- "Linked level" (FileBrowse), the level to link to on contact with this map (if enabled)
- "Fade color" (ColorPicker), the color to fade with (if forced)
- Spawnflags:
- "!Force fade color"
- "!Link to specific level"
- "Disable linking"
- "Is solid?", if enabled, this object is a solid object, and the player collides with it
- Translatable, Rotatable, Scalable
- Properties:
- "Model src" (Text), the path to the model to be loaded (DO NOT CHANGE THIS)
- "Linked level" (FileBrowse), the level to link to on contact with this model (if enabled)
- "Fade color" (ColorPicker), the color to fade with (if forced)
- "Audio clip" (FileBrowse), the audio clip for this model to play (if enabled)
- "Loop delay" (Text), the time to wait between loops of the audio clip (if enabled)
- "Min distance" (Text), how far the audio can be heard (if enabled)
- "Sequence name" (Text), the name of the
action_sequence
entity this model follows (if enabled)
- Spawnflags:
- "!Force fade color"
- "!Link to specific level"
- "Disable linking"
- "Is solid?", if enabled, this object is a solid object, and the player collides with it
- "!Play audio"
- "!Has action sequence"
- Translatable
- Properties:
- "Music directory" (FileBrowse), the path to the levels music folder
- Spawnflags:
- "Use subdirectories", if enabled, the level will randomly play from a subdirectory of the music folder every time it is loaded, this is to emulate instrument packs in the original game
- Translatable, Rotatable
- Properties:
- "Name" (Text), the unique name for this spawn point
- Spawnflags:
- "!Exclude from start spawns" [DEPRECATED], if enabled this spawn will not be used when spawning the player at a random spawnpoint, this is used to make sure players don't spawn inside tunnels
- "!Force spawn if day one", if you want to make a player spawn in a specific start location (like in Bright Moon Cottage on day 1) then use this
- Translatable, Rotatable
- Properties:
- "Name" (Text), the unique name for this target
- Spawnflags: None
- Translatable, Scalable
- Properties:
- "Linked level" (Text), the level to link to when trigger is entered
- "Forced link color" (ColorPicker), the color to force fading to (if forced)
- "Spawn point name" (Text) the name of the spawn point in the linked level to spawn on (if enabled)
- Spawnflags:
- "Force fade color", used to implement tunnels, they force the fade color to black
- "Link to specific level"
- "Force spawn point", used for tunnels, force the spawn point to the one inside the tunnel in the linked level
- "Play link sound", should we play the link sound effect when we hit this trigger?
- Translatable, Scalable
- Properties:
- "Sequence name" (Text), the sequence to play when trigger is entered
- Spawnflags: None
- Translatable, Scalable
- Properties:
- "Sound src" (FileBrowse), the sound to play when trigger is entered
- Spawnflags:
- "Once only", this trigger will only play the sound once
- Translatable, Scalable
- Properties:
- "Target name" (Text), the name of the
target
entity to teleport to - "Fade color" (ColorPicker), the color to fade with (if enabled)
- "Fade in time" (Text), the time it takes in seconds to fade in (if enabled)
- "Fade out time" (Text), the time in seconds it takes to fade out (if enabled)
- "Target name" (Text), the name of the
- Spawnflags:
- "!Fade on teleport"