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Entities

Sam edited this page Aug 22, 2016 · 13 revisions

Notes about entities

  • 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
  • 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
  • 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
  • action_ entities are designed to be parts of an action_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, and action_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

List of entities

action_animate

  • Translatable
  • Properties:
    • "Sequence name" (Text)
    • "Sequence position" (Text)
    • "Animation" (Text), the animation to play when action is active
  • Spawnflags: None

action_move

  • 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"

action_rotate

  • 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

action_sequence

  • 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?

action_sound

  • Translatable
  • Properties:
    • "Sequence name" (Text)
    • "Sequence position" (Text)
    • "Audio clip" (FileBrowse), the audio clip to play
  • Spawnflags: None

action_wait

  • Translatable
  • Properties:
    • "Sequence name" (Text)
    • "Sequence position" (Text)
    • "Wait time" (Text), the time to wait when this action is played
  • Spawnflags: None

audio_source

  • 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?"

dream_environment

  • 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"

!map

  • 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

!model

  • 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"

music_controller

  • 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

player_spawn

  • 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

target

  • Translatable, Rotatable
  • Properties:
    • "Name" (Text), the unique name for this target
  • Spawnflags: None

trigger_link

  • 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?

trigger_sequence

  • Translatable, Scalable
  • Properties:
    • "Sequence name" (Text), the sequence to play when trigger is entered
  • Spawnflags: None

trigger_sound

  • 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

trigger_teleport

  • 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)
  • Spawnflags:
    • "!Fade on teleport"
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