Entity Database: Difference between revisions

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Petike (talk | contribs)
m completed most of the AI entities overview table (only the Internal subfolder left to go)
Petike (talk | contribs)
m →‎Entities overview: completed the "Conversation", "Triggers" and "Weapons" entities, minor corrections in AI entities
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!bgcolor=#d0d0e0 width="11%"|Notes
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|'''Commoners/Armed/Pagans'''
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|TBA
|TBA
|atdm:ai_pagan_common_armed
|atdm:ai_pagan_common_armed
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==== "Conversation" subfolder ====
==== "Conversation" subfolder ====


TBA
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|N/A
|N/A
|atdm:conversation_info
|Used to handle the map's conversations.
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|-
|}


==== "Deprecated" subfolder ====
==== "Deprecated" subfolder ====
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==== "Triggers" subfolder ====
==== "Triggers" subfolder ====


TBA
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


|-
|N/A
|N/A
|trigger_count
|''Countable trigger.''
|
|-
|-
|N/A
|N/A
|trigger_entityname
|''Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored.  Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.''
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|-
|-
|N/A
|N/A
|trigger_facing
|''Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.''
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|-
|-
|N/A
|N/A
|trigger_fade
|''Fades the screen to fadeColor over fadeTime (in seconds).''
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|-
|-
|N/A
|N/A
|trigger_hurt
|''Damages the activator. Can be turned on or off by other triggers.''
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|-
|-
|N/A
|N/A
|trigger_multiple
|''Variable sized repeatable trigger.  Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|N/A
|N/A
|trigger_once
|''Variable sized single-use trigger.  Must be targeted at one or more entities.''
|
|-
|-
|N/A
|N/A
|trigger_once_entityname
|''Variable sized single-use trigger that only responds to a specific entity.  Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|N/A
|N/A
|trigger_presize
|''Variable sized repeatable trigger.  Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|N/A
|N/A
|trigger_random
|''When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)''
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|-
|-
|N/A
|N/A
|trigger_relay
|''Non-touchable repeatable trigger.  Used as a proxy for triggering multiple targets in script, or
from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|N/A
|N/A
|trigger_sequencer
|''Needs to be activated by another trigger.  Triggers target 0 when first activated, target 1 when next activated, etc.''
|
|-
|-
|N/A
|N/A
|trigger_timer
|''Repeatedly fires its targets.  Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|N/A
|N/A
|trigger_touch
|''Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.''
|
|-
|}


==== "Weapons" subfolder ====
==== "Weapons" subfolder ====


TBA
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''Arrows''
|TBA
|atdm:ammmo_arrow
|''Arrow ammunition, can be picked up by the player.''
|
|-
|-
|
|TBA
|atdm:ammmo_broadhead
|''Broadhead Ammunition''
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|-
|-
|
|TBA
|atdm:ammmo_firearrow
|''Fire Arrow Ammunition''
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|-
|-
|
|TBA
|atdm:ammmo_gasarrow
|''Gas Arrow Ammunition''
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|-
|-
|
|TBA
|atdm:ammmo_mossarrow
|''Moss Arrow Ammunition''
|
|-
|-
|
|TBA
|atdm:ammmo_noisemaker
|''Noisemaker Arrow Ammunition''
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|-
|-
|
|TBA
|atdm:ammmo_ropearrow
|''Rope Arrow Ammunition''
|
|-
|-
|
|TBA
|atdm:ammmo_vinearrow
|''Vine Arrow Ammunition''
|
|-
|-
|
|TBA
|atdm:ammmo_waterarrow
|''Water Arrow Ammunition''
|
|-
|-
|'''Arrows/Stuck'''
|TBA
|atdm:ammmo_broadhead_stuck
|''A broadhead stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|
|TBA
|atdm:ammmo_ropearrow_stuck
|''A rope arrow stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|'''Melee'''
|TBA
|atdm:weapon_blackjack
|''The thief's best friend.''
|
|-
|-
|
|TBA
|atdm:weapon_shortsword
|''The shortsword.''
|
|-
|}


==== "x doom3 junk" subfolder ====
==== "x doom3 junk" subfolder ====

Revision as of 14:10, 20 October 2018

This article serves as an overview of all the Entities (animated/in-motion models and content) and Models (static, stationary models) available for mission building in The Dark Mod, via the DarkRadiant editor. Note that the editor itself doesn't house these crucial assets, it relies on the assets available in the base game.

Only the Entities and Models that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.

All of the entities and models listed in this database are current for TDM 2.05. Feel free to udpate the list full list to version 2.06 and higher whenever you'll have the time to do so.

For static/stationary models and content, please see Models and the Model Database.

Entities overview

An overview of entities available for level building a.k.a. mapping.

"darkmod" folder

The main folder for most of the entities commonly used in The Dark Mod. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.

"AI" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
Animals TBA atdm:ai_rat_small N/A An ordinary rat.
TBA atdm:ai_spider_tiny A regular old, tiny spider. Does not attack; for ambiance only.
Animals/Horses TBA atdm:ai_animal_horse_tame1 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame2 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame3 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame4 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame5 N/A Stationary horse with idle animations.
Builders/Armed TBA atdm:ai_builder_guard Builder Guards defend Church territory and sometimes enforce Church law.
TBA atdm:ai_builder_guard_lesser Newer guards are given the more menial jobs while they earn their ceremonial armour.
TBA atdm:ai_builder_guard_rusted N/A
TBA atdm:ai_builder_guard_rusted02 N/A
TBA atdm:ai_builder_priest_combatant N/A
Builders/Unarmed TBA atdm:ai_builder_acolyte Builder Acolytes are the lowest rank of the clergy.
TBA atdm:ai_builder_forger A valued member of the church who works in the Builder Forges.
TBA atdm:ai_builder_guard_rusted_unarmed A Builder Guard in rusted, rotten armour. Only prisoners, the lost, or the mad would be seen in such a state.
TBA atdm:ai_builder_priest Builder Priests have authority over church territory.
Commoners/Armed TBA atdm:ai_guard_female_rogue Flaunting social conventions, this woman carries a sword and knows how to use it.
TBA atdm:ai_beggar_armed A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player.
TBA atdm:ai_townsfolk_commoner_archer This is an untrained peasant who happens to have a bow.
TBA atdm:ai_townsfolk_commoner_armed This is an untrained peasant who happens to be armed.
TBA atdm:ai_townsfolk_wench_armed A generic woman, armed.
Commoners/Armed/Citywatch TBA atdm:ai_citywatch A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport.
TBA atdm:ai_citywatch_archer An archer member of the City Watch.
TBA atdm:ai_citywatch_elite An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards.
TBA atdm:ai_citywatch_lesser A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city.
Commoners/Armed/Foreigners TBA atdm:ai_moor A foreigner from the southern continent across the sea.
TBA atdm:ai_moor02 A foreigner from the southern continent across the sea.
Commoners/Armed/Guards TBA atdm:ai_guard_archer_01 A generic archer for hire.
TBA atdm:ai_guard_elite An elite guard with expensive equipment; works only for the wealthiest employers.
TBA atdm:ai_guard_elite_02 Often former soldiers, these guards are highly trained and well equipped.
TBA atdm:ai_guard_generic_01 A generic sword for hire.
TBA atdm:ai_guard_generic_01_pauldrons A generic sword for hire, slightly more armoured.
TBA atdm:ai_guard_generic_01b A generic sword for hire.
TBA atdm:ai_guard_generic_02 Another generic sword for hire.
TBA atdm:ai_guard_thug A crude hoodlum who enjoys having a reason to push people around.
TBA atdm:ai_proguard A highly trained, professional guard for hire.
Commoners/Armed/Pagans TBA atdm:ai_pagan_common_archer A humble pagan, with a bow.
TBA atdm:ai_pagan_common_armed A humble pagan, armed.
Commoners/Armed/Thieves TBA atdm:ai_burglar A stealthy thief, used to breaking into places he isn't supposed to be. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
TBA atdm:ai_burglar_professional Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
TBA atdm:ai_burglar_professional_archer Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
TBA atdm:ai_female_rogue Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change.
TBA atdm:ai_female_thief A professional criminal, this woman can hold her own against most men.
TBA atdm:ai_thief01 Good at what he does, this thief is a few steps up from a common pickpocket.
TBA atdm:ai_thief02 A run of the mill pickpocket. Thieves like this are a dime a dozen.
TBA atdm:ai_thief02_archer A generic thief with bow.
TBA atdm:ai_thief_thug A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team.
Commoners/Unarmed TBA atdm:ai_gentleman_scientist Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time.
TBA atdm:ai_labourer_wealthy01 A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default.
TBA atdm:ai_merchant01 A generic, middle-class merchant. Carries a 50gp purse by default.
TBA atdm:ai_thug_unarmed A crude scoundrel who is a coward at heart.
TBA atdm:ai_townsfolk_beggar A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player.
TBA atdm:ai_townsfolk_commoner A generic engineer/blacksmith/miner character.
TBA atdm:ai_townsfolk_commoner_02 This is a generic civilian, suitable for servants, merchants, or tradespeople.
TBA atdm:ai_townsfolk_engineer A generic engineer/blacksmith/miner character.
TBA atdm:ai_townsfolk_female A maidservant or common woman.
TBA atdm:ai_townsfolk_wench A generic woman.
TBA atdm:ai_whore A woman of loose morals. On the 'Street People' team, and thus neutral to the player.
Commoners/Unarmed/Inventors TBA atdm:ai_inventor_scientist A high-ranking member of the Inventor's Guild.
Commoners/Unarmed/Pagans TBA atdm:ai_pagan_common A humble pagan.
Machines TBA atdm:ai_lantern_bot N/A Currently the only working in-game automaton.
TBA atdm:ai_steambot_guard N/A Currently not operational in TDM.
Mages TBA atdm:ai_archmage01 A rare and powerful member of the Hermetic Order with a powerful fireball attack. Note: behaviour subject to change in a future update.
TBA atdm:ai_archmage01_female N/A Female counterpart to the male archmage.
TBA atdm:ai_mage01 A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update.
TBA atdm:ai_mage01_female N/A Female counterpart to the male mage.
TBA atdm:ai_sorcerer_moor A foreign sorcerer from the southern lands across the sea.
Monsters/Elementals TBA atdm:ai_elemental Fire Elemental. Added to TDM in version 2.05.
Monsters/Giant Spiders TBA atdm:ai_spider A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_child A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_huge A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_huge02 A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_thin A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
Monsters/Shapeshifters TBA atdm:ai_monster_werebeast A powerful shapeshifer, able to take the form of a beast.
TBA atdm:ai_monster_werebeast_crawler A powerful shapeshifer, able to take the form of a beast, moves on all fours.
Monsters/Undead TBA atdm:ai_undead_revenant The animated corpse of a Builder who was executed for the most grevious of heresies.
TBA atdm:ai_undead_skeleton An unarmed skeleton who uses zombie animations.
TBA atdm:ai_undead_skeleton_armed An old, bleached white skeleton, who carries a rusty sword.
TBA atdm:ai_undead_skeleton_bloody A fresh, bloody skeleton; uses unarmed attack.
TBA atdm:ai_undead_skeleton_bloody_armed A fresh, bloody skeleton, who carries a rusty sword.
TBA atdm:ai_undead_skeleton_dirty Old, dirty skeleton; uses unarmed attack.
TBA atdm:ai_undead_skeleton_dirty_armed Old, dirty skeleton, who carries a rusty sword.
Monsters/Undead/Spirits TBA atdm:ai_builder_guard_ghost Invisble shadow monster.
TBA atdm:ai_revenant_spirit A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes.
Monsters/Undead/Zombies TBA atdm:ai_undead_zombie A walking corpse with gaping mouth.
TBA atdm:ai_undead_zombie_alt01 A bloodier version of the default zombie.
Nobles/Armed TBA atdm:ai_nobleman02_armed An armed aristocrat.
TBA atdm:ai_nobleman_armed N/A
Nobles/Unarmed TBA atdm:ai_nobleman A wealthy aristocrat.
TBA atdm:ai_nobleman02_unarmed An unarmed aristocrat.
TBA atdm:ai_noblewoman01 A wealthy aristocratic lady.
Relations TBA atdm:team_relations This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn.

"Animated Props" subfolder

TBA

"Conversation" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
N/A N/A atdm:conversation_info Used to handle the map's conversations.

"Deprecated" subfolder

TBA

"Func" subfolder

TBA

"Info" subfolder

TBA

"Internal" subfolder

TBA

"Items" subfolder

TBA

"Keys" subfolder

TBA

"Lights" subfolder

TBA

"Liquids" subfolder

TBA

"LOD" subfolder

TBA

"Loot" subfolder

TBA

"Moveables" subfolder

TBA

"Movers" subfolder

TBA

"Nature" subfolder

TBA

"Paths" subfolder

TBA

"Paths" subfolder

TBA

"Playertools" subfolder

TBA

"Props" subfolder

TBA

"Randoms" subfolder

TBA

"Readables" subfolder

TBA

"Ropes" subfolder

TBA

"Shop" subfolder

TBA

"Static" subfolder

TBA

"Targets" subfolder

TBA

"Triggers" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
N/A N/A trigger_count Countable trigger.
N/A N/A trigger_entityname Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.
N/A N/A trigger_facing Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.
N/A N/A trigger_fade Fades the screen to fadeColor over fadeTime (in seconds).
N/A N/A trigger_hurt Damages the activator. Can be turned on or off by other triggers.
N/A N/A trigger_multiple Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A N/A trigger_once Variable sized single-use trigger. Must be targeted at one or more entities.
N/A N/A trigger_once_entityname Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A N/A trigger_presize Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A N/A trigger_random When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)
N/A N/A trigger_relay Non-touchable repeatable trigger. Used as a proxy for triggering multiple targets in script, or

from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).

N/A N/A trigger_sequencer Needs to be activated by another trigger. Triggers target 0 when first activated, target 1 when next activated, etc.
N/A N/A trigger_timer Repeatedly fires its targets. Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A N/A trigger_touch Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.

"Weapons" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
Arrows TBA atdm:ammmo_arrow Arrow ammunition, can be picked up by the player.
TBA atdm:ammmo_broadhead Broadhead Ammunition
TBA atdm:ammmo_firearrow Fire Arrow Ammunition
TBA atdm:ammmo_gasarrow Gas Arrow Ammunition
TBA atdm:ammmo_mossarrow Moss Arrow Ammunition
TBA atdm:ammmo_noisemaker Noisemaker Arrow Ammunition
TBA atdm:ammmo_ropearrow Rope Arrow Ammunition
TBA atdm:ammmo_vinearrow Vine Arrow Ammunition
TBA atdm:ammmo_waterarrow Water Arrow Ammunition
Arrows/Stuck TBA atdm:ammmo_broadhead_stuck A broadhead stuck into a surface, ready to be plucked out by the player.
TBA atdm:ammmo_ropearrow_stuck A rope arrow stuck into a surface, ready to be plucked out by the player.
Melee TBA atdm:weapon_blackjack The thief's best friend.
TBA atdm:weapon_shortsword The shortsword.

"x doom3 junk" subfolder

TBA


Other

TBA

See also