Name |
Description |
AI |
|
Aircraft |
|
AircraftType |
Defines the Aircraft entity type. |
AutomaticOpenDoor |
Defines automatically opening doors. |
AutomaticOpenDoorType |
Defines the AutomaticOpenDoor entity type. |
BigDamageInfluence |
|
BigDamageInfluenceType |
|
BlinkGrid |
Example of dynamic geometry. |
BlinkGrid.Vertex |
|
BlinkGridType |
Defines the BlinkGrid entity type. |
BooleanSwitch |
Defines the user boolean switches. |
BooleanSwitchType |
Defines the BooleanSwitch entity type. |
Bullet |
Defines the bullets. |
BulletItem |
Represents a item of the weapon bullets. When the player take this item it takes a specified bullets. |
BulletItemType |
Defines the BulletItem entity type. |
BulletType |
Defines the Bullet entity type. |
Character |
Defines the physical characters. |
CharacterType |
Defines the Character entity type. |
Corpse |
Gives an opportunity to create corpses. A difference of a corpse from usual object that he changes the orientation depending on a surface. Also the class operates animations. |
CorpseType |
Defines the Corpse entity type. |
Crane |
Gives an opportunity of creation of the crane and his control via Intellect. |
Crane.MagnetObjectItem |
|
Crane.ThreadItem |
|
CutSceneManager |
|
CutSceneManagerType |
|
Darkness |
|
DarknessType |
Defines the Darkness entity type. |
Decal |
|
Decal.Vertex |
|
DecalType |
Defines the Decal entity type. |
Door |
Defines the doors. That doors worked, it is necessary that the physical model had a body with a name "door". This body will move at change of a status of a door. |
DoorType |
Defines the Door entity type. |
Dynamic |
Defines a object with a lifespan, sounds and damage for the collision of physical bodies, and management of influences. |
Dynamic.Client_ReceivePositionsSnapshot |
|
Dynamic.Client_ReceivePositionsSnapshot.BodyItem |
|
Dynamic.Server_SentBodiesPositionsToClientsItem |
|
DynamicCollision |
Represents creation of dynamic obstacles. By means of this class it is possible to set limiting area of movings for map objects. |
DynamicType |
Defines the Dynamic entity type. |
DynamicType.AutomaticInfluenceItem |
|
ExampleMagicObject |
|
ExampleMagicObjectType |
|
Explosion |
An invisible blast wave which damages and increases the impulse of physical models within a radius. |
Explosion.DamageItem |
|
ExplosionType |
Defines the Explosion entity type. |
Faction |
Concept of the command. Opponents with an artificial intelligences attack units of another's fraction. |
Fan |
Defines a fans. |
FastAttackInfluence |
|
FastAttackInfluenceType |
|
FastMoveInfluence |
|
FastMoveInfluenceType |
|
FireInfluence |
|
FireInfluenceType |
|
Firework |
|
FloatSwitch |
Defines the user quantitative switches. |
FloatSwitchType |
Defines the FloatSwitch entity type. |
GameCharacter |
|
GameCharacterAI |
|
GameCharacterAI.TaskMoveValue |
|
GameCharacterType |
Defines the GameCharacter entity type. |
GameFilterGroups |
User defined Map filter groups. |
GameGuiObject |
|
GameMap |
|
GameWorld |
|
Gun |
|
Gun.Mode |
|
GunType |
Defines the Gun entity type. |
GunType.GunMode |
|
HealthItem |
Represents a item of the healths. When the player take this item his Dynamic.Life increase. |
HealthItemType |
Defines the HealthItem entity type. |
Influence |
Influences are effects on objects. For example, the ability to burn a monster, is implemented through the use of influences. |
InfluenceItem |
|
InfluenceItemType |
Defines the InfluenceItem entity type. |
InfluenceRegion |
|
InfluenceType |
Defines the Influence entity type. |
Intellect |
This takes the form of either AI (Artificial Intelligence) or player control over a unit . |
Intellect.Command |
|
Item |
Items which can be picked up by units. Med-kits, weapons, ammunition. |
ItemCreator |
|
ItemType |
Defines the Item entity type. |
JigsawPuzzleManager |
The pieces manager for puzzle game example. |
JigsawPuzzleManagerType |
Defines the JigsawPuzzleManager entity type. |
JigsawPuzzlePiece |
The piece for puzzle game example. |
JigsawPuzzlePiece.Vertex |
|
JumpBlowMeleeWeapon |
|
JumpBlowMeleeWeaponType |
Defines the JumpBlowMeleeWeapon entity type. |
JumpPad |
Gives an opportunity of creation a jump pads. |
MapChangeRegion |
Gives an opportunity of moving of the player between maps. When the player gets in this region game loads a new map. |
MeleeWeapon |
|
MeleeWeaponType |
Defines the MeleeWeapon entity type. |
MeleeWeaponType.MeleeWeaponMode |
|
Minefield |
|
ObserveCameraArea |
|
PhysicalStream |
Defines the physics streams. You can create steam, fiery streams, etc. |
PhysicalStreamType |
Defines the PhysicalStream entity type. |
PhysicalStreamType.Mode |
|
PlayerCharacter |
|
PlayerCharacter.ChangeMapInformation |
|
PlayerCharacter.WeaponItem |
|
PlayerCharacterType |
Defines the PlayerCharacter entity type. |
PlayerCharacterType.WeaponItem |
|
PlayerIntellect |
Represents intellect of the player. |
PlayerManager |
|
PlayerManager.Client_Player |
|
PlayerManager.ServerOrSingle_Player |
|
RTSBuilding |
|
RTSCharacter |
|
RTSCharacterType |
Defines the RTSCharacter entity type. |
RTSFactionManager |
|
RTSFactionManager.FactionItem |
|
RTSFactionManagerType |
Defines the RTSFactionManager entity type. |
RTSGridPathFindSystem |
|
RTSMine |
|
RTSMineType |
Defines the RTSMine entity type. |
RTSUnit |
|
RTSUnitAI |
|
RTSUnitAI.Task |
|
RTSUnitAI.UserControlPanelTask |
|
RTSUnitType |
Defines the RTSUnit entity type. |
SimpleMap |
|
SmokeInfluence |
|
SpawnPoint |
|
Switch |
Base class for defines the user switches. (Booleans and quantitatives). |
SwitchType |
Defines the Switch entity type. |
Tank |
|
Tank.Track |
|
Tank.Wheel |
|
TankGameExtendedProperties |
|
TankGameUnitAI |
|
TankGameUnitAI.AttackTask |
|
TankGameUnitAIType |
Defines the TankGameUnitAI entity type. |
TankType |
Defines the Tank entity type. |
TankType.Gear |
|
TankType.Wheel |
|
Teleporter |
Defines the teleporter for transfering objects. |
Terminal |
|
TurnFloatSwitch |
Defines the parametrical switch which turns the Switch.UseAttachedMesh. |
TurnFloatSwitchType |
Defines the TurnFloatSwitch entity type. |
Turret |
Gives an opportunity of creation of the turrets. A turret can be rotated. Guns are attached on the tower and player can control the aiming and shooting of the turret. |
TurretAI |
|
Unit |
Units differ from Dynamic objects that that can be controlled by intellect (GameEntities.Intellect). |
UnitType |
Defines the Unit entity type. |
WaterPlane |
|
WaterPlane.ReflectionRenderTargetListener |
|
WaterPlane.SplashOffItem |
|
WaterPlane.SubmergedCheckItem |
|
WaterPlaneHighLevelMaterial |
|
WaterPlaneType |
|
WaterPlaneType.SplashItem |
|
WaterPlaneType.SplashItem.ParticleItem |
|
Weapon |
Defines the weapons. Both hand-held by characters or guns established on turret are weapons. |
WeaponItem |
Represents a item of the weapon. When the player take this item it takes a specified weapon. |
WeaponItemType |
Defines the WeaponItem entity type. |
WeaponType |
Defines the Weapon entity type. |
WeaponType.WeaponMode |
|