Others

Overview

The "Others" entity category contains entities that don't fit into existing categories or are used across multiple categories.

CameraShake

A camera shake entity is an object that can be triggered in script to make the player's view shake when within the object's sphere of influence.

Property

Description

Duration

How long the shake lasts for, in seconds.

Frequency

How often the camera shakes, in Hz.

Position

The position of the source of the camera shake. If left at 0,0,0 the position of the entity will be used.
The strength of the camera shake is strongest at the source and gradually drops as it reaches the edge of the radius.

Radius

The size of the radius of the sphere of influence of the shape object.

Strength

How violent the camera shake is.

CameraSource

A Camera Source entity is the reference position for a scripted camera view to look from. The point at which the camera points is defined in the Entity Links dialog.

Click on "Pick Target", then on the object you wish to target to create a link.

CloneFactory

The main purpose is to reduce the number of inactive AI in your level. You only need one AI-Character somewhere disabled and hidden in your level in a visarea (not under terrain) which will be used as your base.

Through flowgraph, this base can be cloned unlimited from now on.

Property

Description

CloneEvents


CloneProperties


ClonePropertiesInstance


ConnectOnDeath


groupid

Sets the groupID of the cloned AI; if this is -1, then the groupid will not be changed.

Material


Radius

Sets the safety radius of the CloneFactory. This is also used for randomizing the position of the entity slightly,
so (especially if the safety lock is off) you can set the entity to spawn in some region of space.

SafetyLock

If true, the CloneFactory won't clone if there is any entity in the radius which you setup above.

strDestEntity

Write here the name of the AI which gets cloned. It is now able to follow tagpoints due to its given name.
If this is left empty, the entity is named the same as strSourceEntity, and on the first move, the source entity will be moved.

strSourceEntity

Write here the name of the AI which should get clones. This is the name of the base AI-Character explained above.

DecalPlacer

The Decal Placer Entity will place decals perpendicular to it's defined normal. It's meant to be used as a means to dynamically place decals through Flow Graphs and cut-scenes. It can also be attached to other entities.

Property

Description

Angle

The angle the decal will have when placed.

FileName

Texture or material to be used as decal.

LifeTime

The decal's life time.

Material

This should be set if the FileName parameter specifies a material.

Normal Axis

The normal axis for the decal. A ray will be traced against this axis to find the proper surface alignment. Can be x, -x, y, -y, z, or -z.

Place

When set, the entity will attempt to place a decal during initialization.

Size

The size of the decal.

SnapDistance

This is the max distance to ray trace against the normal axis. If no surface is found, no decal will be placed.

EntityFlashTag

The EntityFlashTag entity is currently used for the name display above characters heads in multiplayer.

A flat plane .cgf model is used and a Flash material is applied to the model which then is able to display the username of the player.

Property

Description

AutoGenAIHideParts

Not used.

Model

Specifies the geometry to be used for the entity.

Scale

Scale of the model.

SmartObjectClass

Not used.

Fan

A fan entity is used to simulate a ceiling mounted fan. The same functionality can be achieved using a simple flowgraph.

Property

Description

DestroyedSubObject

When set, any destroyed version of the fan object will remain after the fan is destroyed.

Health

The amount of damage the fan can take before it is destroyed.

MaxSpeed

Maximum rotation speed.

Model

Specifies the geometry to be used for the object.

ModelDestroyed

The name of the destroyed version of the geometry used for the fan.

ModelSubObject

When the model has Main/Remains setup the Main object has to be defined here.

TurnedOn

When set, the fan starts in an active state.

Breakage

ExplodeImpulse

Specifies the force emanated from the object when it explodes, affecting any nearby objects.

LifeTime

Sets the lifetime of the destruction particles.

SurfaceEffects

When disabled no destruction particles will be spawned.

Destruction

Damage

Damage entities in range will get when the entity is being destroyed.

Decal

The decal set here will be placed on the ground when the entity is destroyed.

Effect

Specifies a particle effect which will play when the interactive entity is destroyed.

EffectScale

The scale of the effect played when the interactive entity is destroyed.

Explode

When set, the interactive entity will explode when destroyed.

Pressure

Sets the strength of the physical impulse applied to entities in range of the explosion.

Radius

Radius of the explosion.

Direction

Direction vector of the explosion.

Physics

Density

Sets the density of the entity.

Mass

Sets the mass of the entity.

Resting

When set, the entity is not activated when entering game.

RigidBody

When set, the entity will have a rigid physics body.

RigidBodyActive

When set, the rigid body will be active.

RigidBodyAfterDeath

When set, the rigid body will be active after the object is destroyed.

Hazard

The hazard entity deals damage to entities entering any areas that are linked to it. The damage received by entities is dealt per second and can be set up in the properties. The hazard entity is used by linking areas to it that will trigger the damage when entered, similar to an area trigger.

In addition, a damage type can be set in the properties that determines the kind of screen effect the player will get when entering the area of the hazard entity. The damage type determines what kind of post processing effect will be applied on the screen. If the damage type is set to frost for example the screen will slowly start to freeze while the player is taking damage. There are three damage types currently: frost, fire and electricity.

The hazard entity is set up the same way as an area trigger: Create an area shape and pick the hazard entity as a target.

Property

Description

Enabled

When set, the object is active on game startup.

Damage

Sets the amount of damage any entity entering the area of a hazard entity will take. The damage is applied per second.

HazardType

Sets the damage type of the entity (None, Frost, Fire, Electricity).

OnlyPlayer

When set, this object will only affect the player, and not other objects.

SuitMultipliers

Allows the hazard entity to do different proportions of damage depending on the player's active suit mode (Crysis only).

InteractiveEntity

The interactive entity is used as a base to create interactive objects in the world. It is a user entity for creating things like televisions, computers, vending machines, etc.

The functionality of the entity can be set up in the properties with a lot of different options. One use for the entity is to spawn particles, play sound events, or even to spawn new entities.

Property

Description

DestroyedSubObject

When the model has Main/Remains setup the Remain object has to be defined here.

Health

Sets the total damage the entity can take before it is destroyed.

Model

Sets the non-destroyed geometry for the entity.

ModelDestroyed

Sets the destroyed geometry for the entity.

ModelSubObject

When the model has Main/Remains setup the Main object has to be defined here.

Pickable

See Common Entity Parameters.

TurnedOn

If set the entity will be in the 'On' state initially.

TwoState

If set the entity has two states (On/Off) which are switched between when used.

Usable

See Common Entity Parameters.

UseMessage

See Common Entity Parameters.

Breakage

ExplodeImpulse

Sets the impulse with which the destruction particles will be spawned.

LifeTime

Sets the lifetime of the destruction particles.

SurfaceEffects

When disabled no destruction particles will be spawned.

ChangeMaterial

Duration

When ChangeMatOnUse is set this number will set how long the material will be changed.

Material

When ChangeMatOnUse is set the material set here will be applied to the object.

Destruction

These properties define the explosion when the interactive entity is destroyed.

Damage

Damage entities in range will get when the entity is being destroyed.

Decal

The decal set here will be placed on the ground when the entity is destroyed.

Effect

Specifies a particle effect which will play when the interactive entity is destroyed.

EffectScale

The scale of the effect played when the interactive entity is destroyed.

Explode

When set, the interactive entity will explode when destroyed.

Pressure

Sets the strength of the physical impulse applied to entities in range of the explosion.

Radius

Radius of the explosion.

Direction

Direction vector of the explosion.

vOffset

Offset of the explosion relative to the pivot of the entity.

Effect

These properties defined the particle effect that will be spawned on use.

AttachForm

Linked particle emitters use this to determine how to spawn particles from the interactive object. Vertices, Edges, Surface or Volume.

AttachType

Tells which mesh the Attachform should spawn from. BoundingBox, Physics or Render.

CountPerUnit

Sets the particle count per unit.

CountScale

Sets the particle count for the effect

ParticleEffect

Defines the particle effect to be used.

Prime

If set the effect is already 'alive' when activated.

PulsePeriod

Sets the pulse period of the effect.

Scale

Sets the scale of the effect.

SpawnPeriod

Sets the spawn period of the effect.

vOffset

Offset of the effect relative to the objects pivot.

vRotation

Rotation vector of the effect.

OnUse

ChangeMatOnUse

When set, the material used on the interactive entity change when the player actions the entity.

CoolDownTime

This time defines how long the entity will be unusable after it has been used.

EffectOnUse

When set, the interactive entity will play a particle effect when the player actions the entity.

SoundOnUse

When set, the interactive entity will play a sound when the player actions the entity.

SpawnOnUse

When set, the interactive entity will spawn an object when the player actions the entity.

UseDelay

Specifies a delay between when the player actions the object, and when the object activates.

Physics

Density

Sets the density of the entity.

Mass

Sets the mass of the entity.

Resting

When set, the entity is not activated when entering game.

RigidBody

When set, the entity will have a rigid physics body.

RigidBodyActive

When set, the rigid body will be active.

StaticInDX9Multiplayer

When set, the entity will be static in DX9 multiplayer games.

Bouyancy

Sets the buoyancy of the entity.

ScreenFunctions

When a flash material is used on the entity these properties are used to access it.

FlashMatId

Number of the flash material on the entity material.

HasScreenFunction

If checked the entity will perform a screen function.

Type

Defines the type of screenfunction the flash material has.

Sound

Sound

The looping sound of the object.

TurnOffSound

The sound played when the object is deactivated.

TurnOnSound

The sound played when the object is activated.

SpawnEntity

These properties define how a spawned entity behaves when spawned.

Archetype

Specifies the archetype of any object spawned.

Impulse

When spawned the spawned entity will get the physics impulse set here.

SpawnLimit

Specifies the maximum number of spawned objects that can be spawned.

vImpulseDir

Direction of the physics impulse spawned entities will get applied.

vOffset

Offset of the pivot of the entity. This defines where the entity will be spawned.

vRotation

Sets orientation of the spawned entity.

Vulnerability

Bullet

When set, the object will take damage from bullets.

Collision

When set, the object will take damage from impact with other objects.

DamageThreshhold

Damage below the threshold set here will be ignored.

Explosion

When set, the object will take damage from explosions.

Melee

When set, the object will take damage from melee hits.

Other

When set, the object will take damage from other damage sources.

Ladder

Property

Description

approachAngle

Angle which the player can approach the ladder from and be allowed to use it.

approachAngleTop

height

Height of the ladder. The top blue debug cylinder should be inline with the top rung.

Model

Specifies the geometry to be used for the entity.

TopBlocked

Prevents the player from accessing the top of the ladder.

Usable

See Common Entity Parameters.

Camera


cameraAnimFraction_getOff

Fraction of animated camera position/rotation to use when getting off the ladder.

cameraAnimFraction_getOn

Fraction of animated camera position/rotation to use when getting onto the ladder.

cameraAnimFraction_onLadder

Fraction of animated camera position/rotation to use when staying on the ladder.

distanceBetweenRungs

Distance in meters between the rungs of the ladder. Tweak to suit the asset.

RenderLast

Render Ladder in front of other geometry (including player).

UseThirdPersonCamera

If true, camera will automatically switch to 3rd person on use.

Movement


movementAcceleration

How much speed the player can gain in a second.

movementInertiaDecayRate

Speed at which player input inertia returns to 0 when player releases the up/down input.

movementSettleSpeed

Speed at which player settles on a rung when stopping part-way up/down a ladder.

movementSpeedDownwards

Speed (rungs/second) at which the player moves down ladders.

movementSpeedUpwards

Speed (rungs/second) at which the player moves up ladders.

Offsets


getOnDistanceAwayBottom

Player starts this far away from ladder climb position when getting on at bottom.

getonDistanceAwayTop

Player starts this far away from ladder climb position when getting on at top.

playerHorizontalOffset

Horizontal distance from ladder entity position to player entity position.

stopClimbDistanceFromBottom

Distance from the bottom of a ladder at which the player stops climbing down (and triggers the get-off-at-the-bottom animation).

stopClimbDistanceFromTop

Distance from the top of a ladder at which the player stops climbing up (and triggers the get-off-at-the-top animation).

ViewLimits


horizontalViewLimit

Horizontal view limit while climbing ladders. A setting of 30 means player can look 30 degrees left/right.

verticalDownViewLimit

Vertical view limit for looking down while climbing ladders.

VerticalUpViewLimit

Vertical view limit for looking up while climbing ladders.

Mine

A mine entity is an object that will mimic the behavior of an explosive mine. The size of the explosion, delay between trigger and explosion, and various other settings can be altered.

Property

Description

AdjustToTerrain

If set the mine will be placed on the exact height of the terrain.

Model

Specifies the geometry to be used for the entity.

Radius

Trigger radius of the mine.

Claymore

CenterExplosion

When set, an additional explosion at the center of the entity will be spawned.

Cone

Specifies the radius of the cone of damage for the mine, in degrees.

Damage

The damage done by the explosion.

IsClaymore

If set, the mine will only explode in a specific direction.

Destruction

Damage

Damage entities in range will get when the entity is being destroyed.

Decal

The decal set here will be placed on the ground when the entity is destroyed.

DecalScale

Sets the scale of the decal placed on destruction.

Effect

Specifies a particle effect which will play when the fan is destroyed.

EffectScale

The scale of the effect played when the fan is destroyed.

Pressure

Sets the strength of the physical impulse applied to entities in range of the explosion.

Radius

Radius of the explosion.

Direction

Direction vector of the explosion.

FrogMine

DetonationDelay

Specifies the time delay between triggering the mine and its activation.

IsFrogMine

When set, the mine will jump the specified height when triggered.

JumpHeight

Specifies the height the mine will jump into the air, when activated.

JumpWhenShot

When set, the mine will jump when shot.

Options

DisarmDistance

Specifies the distance at which the player can disarm the mine from.

MinTriggerWeight

Specifies the minimum weight required to trigger the mine.

NoVehicles

When set, vehicles will not trigger the mine.

WaterMine

When set, this mine can be used against boats on water.

Vulnerability

Bullet

When set, the object will take damage from bullets.

Collision

When set, the object will take damage from impact with other objects.

DamageThreshhold

Sets the minimum damage required to register a hit on the entity.

Explosion

When set, the object will take damage from explosions.

Melee

When set, the object will take damage from melee hits.

Other

When set, the object will take damage from other damage sources.

MissionObjective

A Mission Objective entity is an object that is used to define the position of the player's goals in the level, and the text associated with each goal.

A mission object can reference another object as a target for the mission, for example, a moving target requiring player interaction.

Property

Description

MissionID

The reference name of the objective, taken from the external Objectives.xml file.

ShowOnRadar

When set, the position of the objective will show on the player's radar.

TrackedEntityName

When set, defines an alternative entity on the radar as a positional marker for the objective.

PrecacheCamera

The Precache Camera entity is used by the level precache system. Right after a level is loaded the engine will internally draw the level using camera positions and orientations specified by these entities.

This solution is used in order to pre-activate all render resources and in this way minimize stalls during game-play. Level precache may be activated by using the e_PrecacheLevel variable.

Rigid Body

DEPRECATED (Use RigidBodyEx instead)

A Rigid Body Entity is a solid object with additional associated physics simulation parameters.

Property

Description

ActivateOnRocketDamage

When set, the object physics simulation will become active when the object is within the damage radius of a rocket.

AutoGenAIHidePoints

When set, the object will automatically generate places for AI to hide with, around the object.

Damping

Values of 0.5 and higher appear visually as overdamping. Note that when several objects are in contact, the highest damping is used for the entire group.

Density

Density affect the way objects interact with other objects and float in the water (they sink if their density is more than that of the water).

Mass

Mass is the weight of the object (the density of the object multiplied by its volume).

Max_time_step

Specifies the time between physics updates on the object. When multiple objects with different time steps interact, the smallest time step is used for all.

Model

Specifies the geometry to be used for the entity.

Resting

The rigid body's initial state is sleeping (resting). It needs to be awoken by an external stimulus (bullet hit, explosion, collision, player interaction, etc) in order to start being simulated.

RigidBodyActive

When set, the object will behave as a simulated physics rigid body. When unset, the object will remain static.

Sleep_speed

If the object's kinetic energy falls below some limit over several frames, the object is considered sleeping.

This limit is proportional to the square of the sleep speed value. A sleep speed of 0.01 loosely corresponds to the object's center moving at a velocity of the order of 1 cm/s.

SmartObjectClass

Sets the smart object type of the entity, allowing interaction with AI.

Visible

When set, the object will be visible in your level.

Water_damping

Specifies how objects are generally slowed by water.

Water_resistance

Specifies an additional speed of slowdown when an object interacts with water. Can be useful for stopping light objects bouncing when they enter water.

Impulse

When the object has its physics simulation activated, it will be pushed by the force defined here.

Shooting Target

DEPRECATED

A shooting target entity is an object which can be used to create a shooting range. It is able to count hits and output a score.

Property

Description

IntervalMax

The maximum time between becoming inactive and turning.

IntervalMin

The minimum time between becoming inactive and turning.

LightUpTime

How long the entity remains active.

Model

Specifies the geometry to be used for the entity.

SmartObjectClass

Sets the smart object type of the entity, allowing interaction with AI.

TurningMode

If set, the entity will enter a turning behavior. This behavior will begin in an inactive state, and intermittently turn to

an active state, allowing a hit to be registered, and score taken. When hit, the entity will revert to inactive state.

TurnSpeed

The speed at which the entity rotates to and from active mode, if entity is in turning mode.

Sound Suppressor

A sound suppressor is an entity used by the AI system to reduce the apparent volume of sounds within its radius area to AI characters, meaning these sounds are less likely to be noticed and reacted to. Used in conjunction with Flowgraph.

Property

Description

radius

Specifies the radius of the effect of the entity.

SpawnPoint

A Singleplayer or Multiplayer spawn point which defines a players start point. If you don't use a SpawnPoint in your level, the player will spawn at 0,0,0 coordinates. It is not recommended to have spawn points closer than 4m apart.

Property

Description

DoVisTest

If enabled, the engine will attempt to spawn the player at a different spawn point if the current spawn point is in line of sight of an enemy player (prevents spawn camping).

If spawns are grouped together, only one needs to have this checked.

Enabled

When set, this point is available for spawning. Using devmode F2 to cycle spawns ignores this value.

groupName

Enter a string name of your choice to allow specific entities to be activated together with matching spawnpoints.

For example, in Gladiator game mode, spawnpoint and ammo crate have groupName/GroupID of "myspawn1", these items will spawn together.

InitialSpawn

When set, players will spawn at this spawn point on their first, initial spawn. Following spawns will be randomized.

teamName

In multiplayer, defines the team which will use this spawn point. Valid team names are defined in the game rules.

Switch

A switch entity is an object with an on/off state, used for simulating light switches and other switches. It has various flow graph ports exposed to allow its activity to be checked.

Property

Description

Destroyable

Specify whether the object can be destroyed or not.

DestroyedSubObject

When the model has Main/Remains setup the Remain object has to be defined here.

Health

Sets the total damage the entity can take before it is destroyed.

Model

Sets the non-destroyed geometry for the entity.

ModelDestroyed

Sets the destroyed geometry for the entity.

ModelSubObject

When the model has Main/Remains setup the Main object has to be defined here.

Switch

Specifies an Entity Archetype (Basic Entity) to be used for the moving part of the switch.
See the Props_Interactive.Switches.light_switch setup for an example implementation.

TurnedOn

If set the entity will be in the 'On' state initially.

Usable

When set, the object will activate when actioned by the player.

UseMessage

Display a message when the object is in range of the player to be used. Can be a localization string.

Breakage

ExplodeImpulse

Sets the impulse with which the destruction particles will be spawned.

LifeTime

Sets the lifetime of the destruction particles.

SurfaceEffects

When disabled no destruction particles will be spawned.

Destruction

Damage

Damage entities in range will get when the entity is being destroyed.

Decal

The decal set here will be placed on the ground when the entity is destroyed.

Effect

Specifies a particle effect which will play when the interactive entity is destroyed.

EffectScale

The scale of the effect played when the interactive entity is destroyed.

Explode

When set, the interactive entity will explode when destroyed.

Pressure

Sets the strength of the physical impulse applied to entities in range of the explosion.

Radius

Radius of the explosion.

Direction

Direction vector of the explosion.

Physics

Density

Sets the density of the entity.

Mass

Sets the mass of the entity.

Resting

When set, the entity is not activated when entering game.

RigidBody

When set, the entity will have a rigid physics body.

RigidBodyActive

When set, the rigid body will be active.

RigidBodyAfterDeath

When set, the rigid body will be active after death.

SmartSwitch

Entity

DEPRECATED

TurnedOffEvent

DEPRECATED

TurnedOnEvent

DEPRECATED

UseSmartSwitch

DEPRECATED

Sound

TurnOffSound

The sound used when the switch is turned to an Off state.

TurnOnSound

The sound used when the switch is turned to an On state.

SwitchPos

Off

Sets the degrees rotation of the switch in the Off state.

On

Sets the degrees rotation of the switch in the On state.

ShowSwitch

When set, the moving part of the switch is shown.

UIEntity

UIEntities are used in the HUD prefab to create the 3D HUD elements. You can specify the model used to display the UI material on.

In the case of the HUD, these models are from: GameSDK/Objects/hud/HUD_Plane_x.cgf

Property

Description

Model

Specifies the geometry to be used for the entity.

SmartObjectClass

Not used.