Difference between revisions of "HPL1/Glossary"
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==General== | ==General== | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |'''Static | + | |'''Static''' |
|An in-game object which is used only for physics collissions. They can't be influenced by scripts nor be interacted with. | |An in-game object which is used only for physics collissions. They can't be influenced by scripts nor be interacted with. | ||
|- | |- | ||
|'''Entity''' | |'''Entity''' | ||
|An in-game object with configurable parameters and custom physics bodies. | |An in-game object with configurable parameters and custom physics bodies. | ||
+ | |- | ||
+ | |'''Reference''' | ||
+ | |An item referencing a valid Entity file to be used within the game's engine. All entities in your 3D editor must begin with ''_ref_'' | ||
|- | |- | ||
|'''Item''' | |'''Item''' | ||
Line 16: | Line 19: | ||
|'''Script''' | |'''Script''' | ||
|Written code which determines what happens in a map. This includes events, puzzles, music, and more. | |Written code which determines what happens in a map. This includes events, puzzles, music, and more. | ||
+ | |- | ||
+ | |'''Sticky''' | ||
+ | |Areas that act as glue towards entities in the game world. The entities will stay in place until interacted with again. | ||
+ | |- | ||
+ | |'''Link''' | ||
+ | |Start Locator for the player. This can also be a link between two Starting Positions in a single map. | ||
+ | |- | ||
+ | |'''Node''' | ||
+ | |Navigation points for character entities. | ||
+ | |- | ||
+ | |'''Portal''' | ||
+ | |Special type of handler for what room (or sector) is currently being rendered in-game. A way to optimize ones map better. | ||
|} | |} | ||
Revision as of 08:51, 8 April 2023
This page explains words and terms which have a unique meaning to the engine.
General
Static | An in-game object which is used only for physics collissions. They can't be influenced by scripts nor be interacted with. |
Entity | An in-game object with configurable parameters and custom physics bodies. |
Reference | An item referencing a valid Entity file to be used within the game's engine. All entities in your 3D editor must begin with _ref_ |
Item | A type of entity which can be collected and added to the player's inventory. |
Area | Invisible in-game cuboid which marks 3D space. Used for a variety of things based on the type. |
Script | Written code which determines what happens in a map. This includes events, puzzles, music, and more. |
Sticky | Areas that act as glue towards entities in the game world. The entities will stay in place until interacted with again. |
Link | Start Locator for the player. This can also be a link between two Starting Positions in a single map. |
Node | Navigation points for character entities. |
Portal | Special type of handler for what room (or sector) is currently being rendered in-game. A way to optimize ones map better. |
File extensions
*.hps | Howard Phillip Script, this is where you make the magic happen with the help of AngelScript. |
*.ent | Entity, objects that can be interacted with, these files can only be created manually. |
*.hud | Heads-Up Display, defines items that the player can wield and holster, these files can only be created manually. |
*.ps | Particle System, displays cool little effects like fog and electrical sparking etc. |
*.bnt | Billboard Entity, gives your map a little more life with some lightrays and whatnot, these files can only be created manually. |
*.snt | Sound Entity, stores information on what audio file to play, how many audio files to play and whether or not they loop and so forth. |
*.lang | Language, contains in-game messages, item descriptions, etc. |
*.beam | Beam, defines things such as laser beams, these files can only be created manually. |
*.cfg | Configuration, used to define various settings. |
*.mat | Material, contains information on texture as well as the type used for it including transparency information. |
*.lnt | Light Entity, an XML file that displys an image file to be casted by a spotlight in the game world. |