entEntity

Description

An Entity is essentially a "thing" in the game world. This can be a player character, NPC, vehicle, or an object like a weapon or a door. Each entity has specific attributes, like health, position, and abilities, that define how it behaves and interacts with the environment.

  • Components: these are smaller parts that make up an entity, such as physics, animations, and behaviors. Components are what give an entity its abilities, like moving, interacting, or taking damage.

  • Properties: these are data fields that define things like health, speed, size, or position in the world.

  • Events: entities can send and receive events to trigger actions. For instance, an NPC can trigger an event when it detects the player.

Functions

CanServiceEvent(evtName: CName) -> Bool

Whether [this.QueueEvent] is currently available or not.

Dispose() -> Void

Mark entity for disposal.

FindComponentByName(componentName: CName) -> handle:entIComponent

Retrieve any component on entity by name.

GetCurrentAppearanceName() -> CName

Retrieve currently applied appearance.

QueueEvent(evt: handle:redEvent) -> Void

Enqueue event for entity on game's events loop.

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