Entity (Source 2)
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Note:These types are only from perspective of map editors and are based on FGD definitions or how map compilers deal with them [confirm]



This article or section needs to be cleaned up to conform to a higher standard of quality because:
Keep only source 2 info
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.An object defined within GoldSrc,
Source or
Source 2 as having characteristics which differentiate it from "the world" (world brushes).
Types of entities

Types | available in | Info |
---|---|---|
By Form | ||
Brush entity | ![]() |
A Brush Entity is an entity type in the ![]() ![]() (The default shortcut is Ctrl + T after selecting a brush) |
Point entity | All engines | Point Entities are entities created at a specific position point on the grid. Some require a model to be selected for them in order to function fully. |
Mesh entity | Only in ![]() |
Mesh entities available only in ![]() Mesh entities replace the ![]() ![]() |
Path entity | Path entities are a type of entity recently added to the tools. They can be created with the currently hidden Path Tool (Shift + P). | |
By Internality | ||
Internal entity | In all Engines | Internal entities are those which are processed by VBSP (![]() ![]() Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk. |
Non-Internal entity | non-internal entities are not processed by VBSP (![]() ![]() These are typically interactive objects or characters that the player can interact with or that affect gameplay. Examples of non-internal entities: prop_dynamic, logic_relay, light, npc_citizen. |
Limitations
Main article: Entity limit
For reasons of memory allocation, there is a limit to the number of entities GoldSrc/
Source/
Source 2 can manage at once.
The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes.
See also
- Category:Entities
- Adding Point Entities (part of a series of tutorials)
- Creating Brush Entities (ditto)
- Entity creation (a quick reference)
- Entities in Depth
- List of Entities
- Coding Your First Entity
- Console command dump_entity_sizes
- Constraint
- preserved entity
- Void