idDynamicEntity
An entity that consists of various objects not connected to the level geometry.
Usage
entity {
entityDef example_func_dynamic {
inherit = "func/dynamic";
class = "idDynamicEntity";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
spawnPosition = { // Be sure to set its spawn position
x = 1;
y = 1;
z = 1;
}
spawnOrientation = { // Be sure to set its rotation
mat = {
mat[0] = {
x = 1;
y = 0;
}
mat[1] = {
x = 0;
y = 1;
}
}
}
flags = {
hide = false; // Set to true to hide the object
}
renderModelInfo = { // The visible model
model = ""; // If set to NULL, then the object will be invisible
}
clipModelInfo = { // The physical dimensions
clipModelName = ""; // If set to NULL, then you can move right through the object
}
}
}
}
Example
This is an example of an energy barrier that would commonly be used to lock the player in an arena.
entity {
entityDef example_energy_barrier {
inherit = "func/dynamic";
class = "idDynamicEntity";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
spawnPosition = { // Be sure to set its spawn position
x = 1;
y = 1;
z = 1;
}
spawnOrientation = { // Be sure to set its rotation
mat = {
mat[0] = {
x = 1;
y = 0;
}
mat[1] = {
x = 0;
y = 1;
}
}
}
flags = {
hide = false;
}
renderModelInfo = {
model = "art/gameplay/gameplay_energyBarrier_a.lwo";
scale = {
x = 1.2;
y = 1.2;
z = 1.2;
}
}
clipModelInfo = {
clipModelName = "art/gameplay/gameplay_energyBarrier_b.lwo";
}
}
}
}
Simply activating the entity can toggle its hide flag.
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