Template:I BaseAnimating:zh-cn: Difference between revisions

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(Created page with "<noinclude>This template is our holder for all inputs that are assigned through {{ent|CBaseAnimating}}. When applying to a page, add <code>|portal2=1</code> to display in...")
 
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<noinclude>This template is our holder for all [[inputs]] that are assigned through {{ent|CBaseAnimating}}.
{{lang|Template:I BaseAnimating}}
这个模板是我们所有通过 {{ent:zh-cn|CBaseAnimating}} 分配的[[inputs|输入]]的持有者。
=== 参数 ===
*{{param|portal2}} - 应用于页面时,添加<code>|portal2=1</code>以显示由{{portal2|3|suf=:zh-cn}} 添加的输入(如果它们应该显示在那里)。
*{{param|noscroll}} - 这个参数被传递到 {{tl|ScrollBox}}。
*{{param|tf2}} - 像<tt>portal2</tt>参数一样,但输入是来自{{tf2|3|suf=:zh-cn}}。
以下是<code><nowiki>{{I BaseAnimating:zh-cn|portal2=1}}</nowiki></code>的结果:
{{expandBox:zh-cn|{{I BaseAnimating:zh-cn|portal2=1}}|结果}}
以下是<code><nowiki>{{I BaseAnimating:zh-cn|noscroll=1}}</nowiki></code>的结果:
{{expandBox:zh-cn|{{I BaseAnimating:zh-cn|noscroll=1}}|结果}}
以下是<code><nowiki>{{I BaseAnimating:zh-cn|tf2=1|portal2=}}</nowiki></code>的结果:
{{expandBox:zh-cn|{{I BaseAnimating:zh-cn|tf2=1|portal2=}}|结果}}
----
[[Category:Input Templates:zh-cn|BaseAnimating]]


When applying to a page, add <code>|portal2=1</code> to display inputs added by Portal 2 (if they should be there).
<onlyinclude><includeonly><!--
----
 
[[Category:Keyvalue Templates|Global]]
-->{{ScrollBox
</noinclude>{{minititle|Model}}
|title=Model
{{IO|skin|param=int|Selects a [[skin]] from the model's index, starting with 0.}}
|noscroll={{{noscroll|}}}
{{IO|SetBodyGroup|param=int|Sets the the active [[$bodygroup]].}}
|
{{IO|Ignite|Makes the entity catch on fire indefinitely.}}
{{IO:zh-cn|skin|param=int|从模型的索引中选择一个 [[skin]] {{en}},从 0 开始。}}
{{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}}
{{IO:zh-cn|SetBodyGroup|param=int|设置激活的 {{ent:zh-cn|$bodygroup}}。}}
{{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.}}
{{IO:zh-cn|Ignite|使实体无限期着火。}}
{{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.}}
{{IO:zh-cn|IgniteLifetime|param=float|使实体在给定时间内着火。}}{{#if: {{{portal2|}}} |
{{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains [[$collisionjoints]], for other models [[phys_convert]] can be used instead.}}
| {{IO:zh-cn|IgniteNumHitboxFires|param=int|使用给定数量的 [[hitbox]]{{en}} 火焰粒子使实体着火。在{{l4d2|suf=:zh-cn|2}} 之后无法正常工作。|removed={{l4d2}}}}
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to use this entity's position.}}
{{IO:zh-cn|IgniteHitboxFireScale|param=float|使实体在 hitbox 火焰粒子的给定比例下着火。在 {{l4d2|suf=:zh-cn|2}} 以后无法正常工作。|removed={{l4d2}}}} }}
{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. {{note|Not available in {{l4d}}{{l4d2}}.}}}}
{{IO:zh-cn|BecomeRagdoll|杀死实体并从模型中创建一个客户端范围的布娃娃。仅当模型包含 {{ent:zh-cn|$collisionjoints}} 时才传递输入。对于其他模型,可以使用 {{ent:zh-cn|phys_convert}} 代替。}}
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO:zh-cn|SetLightingOrigin|param=targetname|将实体的照明原点设置为指定实体的位置。}}{{#if: {{{portal2|}}} |
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
|{{IO:zh-cn|SetLightingOriginHack|param=targetname|将实体的光照原点与 {{ent:zh-cn|info_lighting_relative}} 的距离偏移(offset)。请改用<code>SetLightingOrigin</code>。|deprecated=1|removed={{l4d}}}} }}
{{IO|SetModelScale|param=vector|Only available for {{tf2}}{{hl2}}. Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
{{IO:zh-cn|fademindist|param=float|设置实体开始淡出的距离。如果 <0,实体将在结束淡入淡出时立即消失。如果实体在[[3D Skybox/zh|3D天空盒]]中,该值将适当缩放。}}
{{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}}
{{IO:zh-cn|fademaxdist|param=float|设置实体结束淡出的距离。如果 <0,则实体根本不会消失。如果实体在 3D天空盒 中,该值将适当缩放。}}{{#if: {{{portal2|}}} |
{{warning|Negative or extremely high values can cause crashes!}}}}
| {{IO:zh-cn|SetModelScale|param=vector|only={{src13}}|乘以模型的大小。在大多数情况下不会改变物理碰撞。可以采用由空格分隔的两个值,在这种情况下,第一个值将是目标模型比例,第二个值将是比例变化时需要的时间(秒)。如果没有第二个值,模型将立即缩放。{{tip|<code>modelscale</code> 键值可以通过 [[AddOutput]]{{en}} 作为其他缺少此输入的游戏的解决方法。}}
{{IO|Alpha|param=int|设置模型透明的。0为完全不可见,255为完全可见。}}
{{warning|负值或极高的值会导致崩溃!}}}} }}<!--
{{IO|AlternativeSorting|param=bool|设置模型渲染序列,防止在半透明材质前不渲染。}}
-->{{#if: {{{tf2|1}}}|
{{IO|Color|param=color255|颜色。}}
{{IO:zh-cn|SetCycle|param=float|跳到当前动画中的特定点。|only={{tf2}}}}
{{IO|SetDamageFilter|param=targetname|设置[[filter|过滤器]] for this entity for when it receives damage.}}
{{IO:zh-cn|SetModel|param=string|将模型更改为指定的路径。格式:<tt>models/ammo/ammo_us.mdl</tt>。
{{IO|EnableDamageForces|允许受到伤害.}}
{{important:zh-cn|绝对没有引号!确保使用正斜杠“/”。[[Merasmus]] {{en}} 说要听从这个建议,否则你会破坏 VMF 的结构。}}|only={{tf2}}}}
{{IO|DisableDamageForces|防止受到伤害。}}
{{IO:zh-cn|SetPlayBackRate|param=float|更改动画速度倍数。|only={{tf2}}}} }}
{{IO|EnableShadow|开启阴影。}}
{{IO:zh-cn|Alpha|param=int|将实体的透明度设置为从 0(不可见)到 255(完全可见)的数字。要求实体将其键值 '''[[Render Mode]] (rendermode)''' 设置为<code>0</code>以外的数字。}}
{{IO|DisableShadow|防止阴影。}}<!--
{{IO:zh-cn|AlternativeSorting|param=bool|交换实体的渲染顺序。用于在渲染时尝试修复排序问题,例如在半透明材质前渲染对象。}}
-->{{#if:{{{portal2|}}}|{{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}}
{{IO:zh-cn|Color|param=color255|为实体设置 RGB 颜色。}}
{{IO|DisableDraw|since=P2|应用EF_NODRAW,那么客户端不会接收任何有关此实体的信息,但服务器仍存在此实体。}}
{{IO:zh-cn|SetDamageFilter|param=targetname|为该实体设置一个[[filter|过滤器]],用于当它受到伤害时。}}
{{IO|EnableReceivingFlashlight|since=P2|Makes it so that the entity is lit by {{ent|env_projectedtexture}}s.}}
{{IO:zh-cn|EnableDamageForces|允许实体因对其造成的伤害而被推动(通常力的大小与造成的伤害相关)。}}
{{IO|DisableReceivingFlashlight|since=P2|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}}
{{IO:zh-cn|DisableDamageForces|防止实体受到对其造成的伤害而被推动。}}
{{IO|EnableDrawInFastReflection|since=P2|Makes the entity be rendered in reflections from water materials using <code>$reflectonlymarkedentities</code>.}}
{{#if:{{{portal2|}}}|{{I Reflection:zh-cn}}
{{IO|DisableDrawInFastReflection|since=P2|Prevents the entity from rendering in fast reflections.}}}}<noinclude>{{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}}
{{I Shadow:zh-cn}}  
{{IO|DisableDraw|since=P2|Applies {{ent|EF_NODRAW}} to the entity. Note that this is different than {{ent|rendermode|10}}.}}
|{{I Shadow:zh-cn|prep2=1}} }} }}<!--
{{IO|EnableReceivingFlashlight|since=P2|Makes it so that the entity is lit by {{ent|env_projectedtexture}}s.}}
 
{{IO|DisableReceivingFlashlight|since=P2|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}}
--></includeonly></onlyinclude>
{{IO|EnableDrawInFastReflection|since=P2|Makes the entity be rendered in reflections from water materials using <code>$reflectonlymarkedentities</code>.}}
 
{{IO|DisableDrawInFastReflection|since=P2|Prevents the entity from rendering in fast reflections.}}</noinclude>
[[Category:Input Templates:zh-cn]]

Latest revision as of 11:10, 4 July 2024

这个模板是我们所有通过 CBaseAnimating 分配的输入的持有者。

参数

  • {{{portal2}}} - 应用于页面时,添加|portal2=1以显示由Portal 2 添加的输入(如果它们应该显示在那里)。
  • {{{noscroll}}} - 这个参数被传递到 {{ScrollBox}}
  • {{{tf2}}} - 像portal2参数一样,但输入是来自Team Fortress 2

以下是{{I BaseAnimating:zh-cn|portal2=1}}的结果:

结果


以下是{{I BaseAnimating:zh-cn|noscroll=1}}的结果:

结果


以下是{{I BaseAnimating:zh-cn|tf2=1|portal2=}}的结果:

结果