Click right onto an entity, then select Properties for displaying this dialog. The following options are available:
|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.|
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.
|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.|
|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||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.|
|Displays the local (within a group) and world coordinates of the entity.|