Entity Properties

Click right onto an entity, then select Properties for displaying this dialog. The following options are available:

Properties
Name Unique entity name, for identifying the entity in the status line and in scripts by the ent_for_name instruction. This name is generated automatically, but can be edited (20 characters maximum).
File File name of the entity (32 characters maximum). Click onto the folder symbol to select a new file.
Path A path assigned to the entity for pathfinding. Click onto the folder symbol to select a path in the level; click onto the remove symbol to remove the path.
Material A material or shader used to render the entity. Click onto the folder symbol to select a material or shader defined in the script; click onto the remove symbol to select the default material. A script with materials must be assigned to the level.
Attached A parent entity can be attached to the entity. Click onto the folder symbol to select an entity in the level; click onto the remove symbol to remove the parent entity. The meaning of the parent entity depends on the script.
Ambient Light value to darken or brighten the entity (-100..+100).
Albedo Copied into the entity albedo and alpha parameters. Alpha (0..100) is used for setting the opacity of transparent entities.

Invisible
Unlit
Transparent
Overlay

Flare
Bright
Nofilter
Nofog

Shadow
Cast
Metal

Passable
BBox
Polygon
Local

Entity flags. Refer to the Entity chapter for a detailed description of the flags.

The Metal flag assigns a shiny material to the model. It also serves as a Decal flag for Sprites.

The Flare flag is for compatibility with old A4 projects only. It creates alpha transparency for PCX or BMP based 16-bit textures. For new projects and for better quality, don't set this flag but use 32 bit TGA images with alpha channel.

The Shadow flag lets the model throw a dynamic shadow onto the environment with the method set in the script through shadow_stencil. Self shadows are suppressed when the Cast flag is also set.

The BBox flag sets both FAT | NARROW flags and creates a fitting bounding box for the object instead of using a standard actor box. This can only be be used with the OBB collision system.

Behavior
Action The behavior function of the entity. Click onto the folder symbol to select a function defined in the script; click onto the remove symbol to remove the function. A script with behavior functions (actions) must be assigned to the level.
String1
String2
Two general purpose strings. Up to 32 characters can be entered and are available in the script through the entity.string1 and entity.string2 parameters.
Flag1..Flag8 General purpose switches, dependent on the entity's action. They can appear under different names that are given by the "//uses" comment tag in the script. See also: entity.flag
Skill1..Skill20 General purpose numerical values, dependent on the entity's action. They can appear under different names that are given by "//uses" comment tag in the script. See also: entity.skill
Position
Position For directly editing the entities' position in X Y Z world or local (group) coordinates.
Rotate For directly editing the entities' pan tilt roll Euler angles.
Scale For directly editing the entities' scale factor.
Please note that all values entered here are engine variables with a range of -999999.999 ... 999999.999, and a precision of 0.001. The 32 bit precision of engine variables can affect the scale of an object. If you scale it by a factor of 0.1, it's real scale can be by 0.1/0.001 = 1% different. This can be important when putting scaled entities together, like terrain or rail sctions. A small inaccuracy can lead to visible gaps or overlaps between objects. Therefore, do not scale entities that are supposed to be placed at very accurate positions.
Object
Displays the local (within a group) and world coordinates of the entity.
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