func_orator
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类层级(Class Hierarchy) |
---|
CFlexExpresser |
func_orator
is a point entity available in the Left 4 Dead series.
实体描述
一个非常简单的模型实体,具有动画和响应规则。
键值
- Max Followup Dist
(maxThenAnyDispatchDist)
<float> - 对这个 orator 的回应的“then ANY”后续行动将发送给距离这么多单位的角色。保留 0 表示即使是无限远的字符也可能响应。
Targetname:
Parentname:
- Parent
(parentname)
<targetname>
| 目标名 - 指定一个实体作为父实体(跟随移动)。实体的父级实体,该实体可以与父实体保持移动偏移。名称后面可以添加一个附属点,以逗号隔开。
角度:
- Pitch Yaw Roll (Y Z X)
<angle>
- 这个实体在世界的方向。Pitch是围绕Y轴旋转,Yaw是围绕Z轴的旋转,Roll是围绕X轴的旋转。
RenderFXChoices:
- Render FX
(renderfx)
<choices>
- 指定一种渲染绘制方式。
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RenderFields:
Tip:有相应参考渲染请参见Render_Modes
- Render Mode
(rendermode)
<choices>
- 在该实体上设置非标准渲染模式。
- Render FX / Transparency (0 - 255)
(renderamt)
<integer>
| 整数 - 透明的,0是不可见,255为完全可见。
- Render Color (R G B)
(rendercolor)
<color255>
- 着色器。
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
| 布尔值 - 是否防止实体接收自身阴影。
RenderFXChoices:
- Render FX
(renderfx)
<choices>
- 指定一种渲染绘制方式。
This article has been marked as a candidate for speedy deletion because it has been deprecated.
If you object to this decision, then please discuss why here. If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourself
Administrators - Remember to check if anything links here and the page history (last edit) before deleting.
If you object to this decision, then please discuss why here. If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourself
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Studiomodel:
- Skin
(skin)
<integer>
| 整数 - 一些模型有多个skins 。该值从索引中选择,从 0 开始。Tip:Hammer 的模型浏览器如果您使用它来查看不同的 skin,则会自动更新该值。
Shadow:
- Disable Shadows
(disableshadows)
<boolean>
| 布尔值 - 如果实体是
prop_static
,则阻止实体创建廉价的渲染到纹理阴影或光照贴图阴影。不影响阴影贴图。 - Disable ShadowDepth
(disableshadowdepth)
<boolean>
| 布尔值 (in all games since ) - 用于禁用此实体的阴影深度渲染(对于投影纹理)。
Reflection:
- Render in Fast Reflections
(drawinfastreflection)
<boolean>
| 布尔值 (in all games since ) - 如果启用,该实体将在快速水反射中渲染(即当水材质指定
$reflectonlymarkedentities
时)和世界中的 impostor pass。
选项
- 1 : 非固体
输入
SpeakResponseConcept
<string>- 说出指定的响应概念。
Parentname:
SetParent
<string
> | 字符串- 设置父级实体。详见Entity Hierarchy (parenting).
SetParentAttachmentMaintainOffset
<string
> | 字符串- 同上,但不传送。实体接受到此输出后保留与父级的相对位置。
ClearParent
- 取消绑定父实体,以至于此实体可以自由行动。
RenderFields:
Alpha
<integer>
| 整数- 设置实体的透明度0~255,0为不可见,255为完全可见。要求Render Mode (渲染模式) 设置为非
0
。
Color
<color255>
- 设置实体颜色(RGB)。
Studiomodel:
SetBodyGroup
<integer>
| 整数- 设置模型的 body group。
AlternativeSorting
<boolean>
| 布尔值- 使用另一种方法来判断哪些对象在其他对象之前。如果通过透明物体看时此对象绘制不正确,请使用。
SetModelScale
<string
> | 字符串 (仅存在于 中)- 设置模型比例。采用由空格分隔的两个值。首先是目标模型比例。第二个值是比例变化将传播的秒数。如果没有第二个值,模型将立即缩放。Warning:负值或极高值可能导致崩溃!
Shadow:
DisableShadow
- 为该实体关闭动态阴影。
EnableShadow
- 为该实体开启\动态阴影。
DisableReceivingFlashlight
(存在于自 以来)- 该对象不会接收来自投影纹理的光或阴影。
Reflection:
ToggleDraw:
DisableDraw
(in all games since )- 向该实体添加 EF_NODRAW 标志。某些实体自行管理此操作,因此请注意您可以覆盖该值。
输出
实体目标名:
OnUser1
到OnUser4
- 这些输出将分别响应于
FireUser1
到FireUser4
输入。 详见 User Inputs and Outputs。
Studiomodel:
OnIgnite
- 当这个对象着火时触发。