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{{lang|Worldspawn}}
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{{back|List of entities}}
{{back|List of entities}}
{{:User:1416006136/Signature|in progress=1<!--time={{#time:{{autolang|G:i, j xg Y|zh=Y年n月j日 G:i |{{SUBST:#time:G:i, j M Y|now}}}}}} (UTC)-->}}
{{:User:1416006136/Signature|in progress=1<!--time={{#time:{{autolang|G:i, j xg Y|zh=Y年n月j日 G:i |{{SUBST:#time:G:i, j M Y|now}}}}}} (UTC)-->}}
'''Worldspawn''' (或者“the world”) 是存储地图的非交互式部分以及一些全局配置选项的单个实体。它包括:
{{this is a|entity|name=worldspawn}}它 (或者“the world”) 是存储地图的非交互式部分以及一些全局配置选项的单个实体。它包括:


* [[Brush:zh-cn|固体]] (除了被[[Brush entity:zh-cn|固实体]]使用的)
* {{L|Brush|固体}} (除了被{{L|Brush entity|固实体}}使用的)
* [[prop_static:zh-cn|静态模型道具]]
* {{L|Prop static|静态模型道具}}
* 地图名、[[skybox|天空盒纹理]][[context]]s……
* 地图名、{{L|skybox|天空盒纹理}}{{L|context}}s……


其他的一些注释:
其他的一些注释:
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*[[Wikipedia:Highlander (film)|一个地图中只能存在一个。]](由于 Hammer 不允许直接创建 {{Code|worldspawn}},因此很难打破此规则。)另外,通过地图属性选择世界后,请勿克隆世界的任何部分。这将复制 {{Code|worldspawn}} 实体,导致崩溃。但是,在此之后取消选择和取消选择后的克隆将正常运行。
*[[Wikipedia:Highlander (film)|一个地图中只能存在一个。]](由于 Hammer 不允许直接创建 {{Code|worldspawn}},因此很难打破此规则。)另外,通过地图属性选择世界后,请勿克隆世界的任何部分。这将复制 {{Code|worldspawn}} 实体,导致崩溃。但是,在此之后取消选择和取消选择后的克隆将正常运行。
*环境破坏和自杀通常归咎于世界实体。
*环境破坏和自杀通常归咎于世界实体。
*[[Constraint|约束器]]可以通过不为其作用目标实体指定名称来把作用分配给 worldspawn。
*{{L|Constraint|约束器}}可以通过不为其作用目标实体指定名称来把作用分配给 worldspawn。


== 另请参阅 ==
== 另请参阅 ==


* [[Skybox|天空盒]]
* {{L|Skybox|天空盒}}


== 键值 ==
== 键值 ==
{{tip:zh-cn|在 Hammer 中通过''主菜单 → Map → Map properties...'' 访问这些选项。}}
{{tip|在 Hammer 中通过''主菜单 → Map → Map properties...'' 访问这些选项。}}


=== {{Source|4|suf=:zh-cn}} 游戏 ===
=== {{Source|4}} 游戏 ===
{{KV:zh-cn|Map Description / Title|intn=message|string|地图的描述/标题。{{note:zh-cn|似乎不再在任何地方使用。}}}}
{{KV|Map Description / Title|intn=message|string|地图的描述/标题。{{note|似乎不再在任何地方使用。}}}}
{{KV:zh-cn|SkyBox Texture Name|intn=skyname|string|[[Skybox|天空盒]]的材质。另见 [[Sky List]].}}
{{KV|SkyBox Texture Name|intn=skyname|string|{{L|Skybox|天空盒}}的材质。另见 {{L|Sky List}}.}}
{{KV:zh-cn|Chapter Title Message|intn=chaptertitle|string|此关卡开始时显示在屏幕上的章节标题。}}
{{KV|Chapter Title Message|intn=chaptertitle|string|此关卡开始时显示在屏幕上的章节标题。}}
{{KV:zh-cn|Level Fade In|intn=startdark|boolean|淡入地图。{{bug:zh-cn|每次加载地图时都会执行淡入淡出,包括从保存的游戏加载时。请改用 [[env_fade]]。}}}}
{{KV|Level Fade In|intn=startdark|boolean|淡入地图。{{bug|每次加载地图时都会执行淡入淡出,包括从保存的游戏加载时。请改用 {{L|env_fade}}。}}}}
{{KV:zh-cn|Display Game Title|intn=gametitle|boolean|地图开始时,游戏标题应该出现在屏幕上吗?}} {{bug:zh-cn|启用时,由于某种原因会使游戏崩溃。}}
{{KV|Display Game Title|intn=gametitle|boolean|地图开始时,游戏标题应该出现在屏幕上吗?}} {{bug|启用时,由于某种原因会使游戏崩溃。}}
{{KV:zh-cn|New Level Unit|intn=newunit|choices|Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.}}
{{KV|New Level Unit|intn=newunit|choices|Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.}}
:* 0 : No, keep current
:* 0 : No, keep current
:* 1 : Yes, clear previous levels
:* 1 : Yes, clear previous levels
{{KV:zh-cn|Max occludee area|intn=maxoccludeearea|float|[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen.}}
{{KV|Max occludee area|intn=maxoccludeearea|float|[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen.}}
{{KV:zh-cn|Min occluder area|intn=minoccludeearea|float|[Used on PC] Prevents occluders from being used if they take up less than X% of the screen.}}
{{KV|Min occluder area|intn=minoccludeearea|float|[Used on PC] Prevents occluders from being used if they take up less than X% of the screen.}}
{{KV:zh-cn|Max occludee area (Xbox)|intn=maxoccludeearea_x360|float|[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen.}}
{{KV|Max occludee area (Xbox)|intn=maxoccludeearea_x360|float|[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen.}}
{{KV:zh-cn|Min occluder area (Xbox)|intn=minoccludeearea_x360|float|[Used on 360] Prevents occluders from being used if they take up less than X% of the screen.}}
{{KV|Min occluder area (Xbox)|intn=minoccludeearea_x360|float|[Used on 360] Prevents occluders from being used if they take up less than X% of the screen.}}
{{KV:zh-cn|Start Fade Pixels|intn=maxpropscreenwidth|float|Number of pixels wide at which all props in the level start to fade (<0 {{=}} use fademaxdist). This number is ignored if the prop has a specific fade distance specified.}}
{{KV|Start Fade Pixels|intn=maxpropscreenwidth|float|Number of pixels wide at which all props in the level start to fade (<0 {{=}} use fademaxdist). This number is ignored if the prop has a specific fade distance specified.}}
{{KV:zh-cn|End Fade Pixels|intn=minpropscreenwidth|float|Minimum number of pixels wide at which the prop is visible (0 {{=}} don't fade out). This number is ignored if the prop has a specific fade distance specified.}}
{{KV|End Fade Pixels|intn=minpropscreenwidth|float|Minimum number of pixels wide at which the prop is visible (0 {{=}} don't fade out). This number is ignored if the prop has a specific fade distance specified.}}
{{KV:zh-cn|Detail.vbsp file|intn=detailvbsp|string|Detail.vbsp file to use for emitting detail props (found in directory <code><root>/modname</code>)}}
{{KV|Detail.vbsp file|intn=detailvbsp|string|Detail.vbsp file to use for emitting detail props (found in directory <code><root>/modname</code>)}}
{{KV:zh-cn|Detail material file|intn=detailmaterial|string|Material for detail sprites to use for drawing detail props}}
{{KV|Detail material file|intn=detailmaterial|string|Material for detail sprites to use for drawing detail props}}
{{KV:zh-cn|World is cold|intn=coldworld|boolean|If set, {{dods|2}} player models will emit breath particles from their mouth [[attachment]]s. No effect elsewhere.}}
{{KV|World is cold|intn=coldworld|boolean|If set, {{dods|2}} player models will emit breath particles from their mouth {{L|attachment}}s. No effect elsewhere.}}
{{KV:zh-cn|_minlight|float|nofgd=1|The minimum level of ambient light that hits the world. It does not affect any entities, including props!}}
{{KV|_minlight|float|nofgd=1|The minimum level of ambient light that hits the world. It does not affect any entities, including props!}}
{{KV ResponseContext}}
{{KV ResponseContext}}


== {{l4d2|4}} ==
== {{l4d2|4}} ==
{{KV:zh-cn|Time of day|intn=timeofday|choices|Witches will wander if set to "afternoon" otherwise this has no purpose. {{note|Doesn't influence lighting or environment in any way. You still need to configure the {{ent|light_environment}} so the sun/moon has the appropriate light color and brightness.}}}}
{{KV|Time of day|intn=timeofday|choices|Witches will wander if set to "afternoon" otherwise this has no purpose. {{note|Doesn't influence lighting or environment in any way. You still need to configure the {{ent|light_environment}} so the sun/moon has the appropriate light color and brightness.}}}}
:* 0 : Midnight
:* 0 : Midnight
:* 1 : Dawn
:* 1 : Dawn
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:* 4 : Dusk
:* 4 : Dusk
:* 5 : Evening
:* 5 : Evening
{{KV:zh-cn|Start Music Type|intn=startmusictype|choices|Music type of the safe room.}}
{{KV|Start Music Type|intn=startmusictype|choices|Music type of the safe room.}}
:* 0 : Mission Start
:* 0 : Mission Start
:* 1 : Check Point
:* 1 : Check Point
{{KV:zh-cn|Music Post-Fix String|intn=musicpostfix|string|The musical theme of the map.}}
{{KV|Music Post-Fix String|intn=musicpostfix|string|The musical theme of the map.}}


== {{Portal2|4}} ==
== {{Portal2|4}} ==
{{KV:zh-cn|[[Paint in map]]|boolean|Allow paint to cover surfaces? Set to No to save resources for maps that don't use paint.}}
{{KV|{{L|Paint in map}}|boolean|Allow paint to cover surfaces? Set to No to save resources for maps that don't use paint.}}
{{KV:zh-cn|[[Max number of blobs]]|integer|Maximum number of [[paint_sphere|paint blobs]]. Should NOT exceed 250.}}
{{KV|{{L|Max number of blobs}}|integer|Maximum number of {{L|paint_sphere|paint blobs}}. Should NOT exceed 250.}}
{{note|These two parameters might not appear if you have [[propper]].fgd in Hammer.}}<!---This probably affects other games, too. Not certain.--->
{{note|These two parameters might not appear if you have {{L|propper}}.fgd in Hammer.}}<!---This probably affects other games, too. Not certain.--->


== {{bms|4}} ==
== {{bms|4}} ==
{{KV:zh-cn|Under Water Particles|choices}}
{{KV|Under Water Particles|choices}}
:* underwater_default : Rubbish
:* underwater_default : Rubbish
:* underwater_ion : Blue Ions
:* underwater_ion : Blue Ions
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== {{sin|4}} ==
== {{sin|4}} ==
{{KV:zh-cn|Arena Mode Time Limit|integer|The number of seconds an arena mode map should last. (default: 900s (15 min))}}
{{KV|Arena Mode Time Limit|integer|The number of seconds an arena mode map should last. (default: 900s (15 min))}}


== Inputs ==
== Inputs ==

Latest revision as of 01:25, 24 March 2025

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List of entities

This page is being translated by DaKang233. Anyone is welcome to add new content or fix errors.


worldspawn是一个实体(en),可在所有的 起源 起源 游戏中使用。它 (或者“the world”) 是存储地图的非交互式部分以及一些全局配置选项的单个实体。它包括:

其他的一些注释:

  • 一个地图中只能存在一个。(由于 Hammer 不允许直接创建 worldspawn,因此很难打破此规则。)另外,通过地图属性选择世界后,请勿克隆世界的任何部分。这将复制 worldspawn 实体,导致崩溃。但是,在此之后取消选择和取消选择后的克隆将正常运行。
  • 环境破坏和自杀通常归咎于世界实体。
  • 约束器(en)可以通过不为其作用目标实体指定名称来把作用分配给 worldspawn。

另请参阅

键值

Tip.png提示:在 Hammer 中通过主菜单 → Map → Map properties... 访问这些选项。

起源 起源 游戏

Map Description / Title (message) <字符串(en)>
地图的描述/标题。
Note.png注意:似乎不再在任何地方使用。
SkyBox Texture Name (skyname) <字符串(en)>
天空盒(en)的材质。另见 Sky List(en).
Chapter Title Message (chaptertitle) <字符串(en)>
此关卡开始时显示在屏幕上的章节标题。
Level Fade In (startdark) <布尔值(en)>
淡入地图。
Icon-Bug.png错误:每次加载地图时都会执行淡入淡出,包括从保存的游戏加载时。请改用 env_fade(en)。  [todo tested in ?]
Display Game Title (gametitle) <布尔值(en)>
地图开始时,游戏标题应该出现在屏幕上吗?
Icon-Bug.png错误:启用时,由于某种原因会使游戏崩溃。  [todo tested in ?]
New Level Unit (newunit) <choices>
Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.
  • 0 : No, keep current
  • 1 : Yes, clear previous levels
Max occludee area (maxoccludeearea) <浮点型(en)>
[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen.
Min occluder area (minoccludeearea) <浮点型(en)>
[Used on PC] Prevents occluders from being used if they take up less than X% of the screen.
Max occludee area (Xbox) (maxoccludeearea_x360) <浮点型(en)>
[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen.
Min occluder area (Xbox) (minoccludeearea_x360) <浮点型(en)>
[Used on 360] Prevents occluders from being used if they take up less than X% of the screen.
Start Fade Pixels (maxpropscreenwidth) <浮点型(en)>
Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified.
End Fade Pixels (minpropscreenwidth) <浮点型(en)>
Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified.
Detail.vbsp file (detailvbsp) <字符串(en)>
Detail.vbsp file to use for emitting detail props (found in directory <root>/modname)
Detail material file (detailmaterial) <字符串(en)>
Material for detail sprites to use for drawing detail props
World is cold (coldworld) <布尔值(en)>
If set, 胜利之日:起源 胜利之日:起源 player models will emit breath particles from their mouth attachment(en)s. No effect elsewhere.
_minlight ([todo internal name (i)]) <浮点型(en)> 不存在于FGD!
The minimum level of ambient light that hits the world. It does not affect any entities, including props!
ResponseContext:
Response Contexts (ResponseContext) <字符串(en)>
Pre-defined response system context{s} for this entity. Format is key:value,key:value,... When this entity speaks, the list of keys & values will be passed to the response rules system.

求生之路2 求生之路2

Time of day (timeofday) <choices>
Witches will wander if set to "afternoon" otherwise this has no purpose.
Note.png注意:Doesn't influence lighting or environment in any way. You still need to configure the light_environment so the sun/moon has the appropriate light color and brightness.
  • 0 : Midnight
  • 1 : Dawn
  • 2 : Morning
  • 3 : Afternoon
  • 4 : Dusk
  • 5 : Evening
Start Music Type (startmusictype) <choices>
Music type of the safe room.
  • 0 : Mission Start
  • 1 : Check Point
Music Post-Fix String (musicpostfix) <字符串(en)>
The musical theme of the map.

传送门2 传送门2

Paint in map(en) ([todo internal name (i)]) <布尔值(en)>
Allow paint to cover surfaces? Set to No to save resources for maps that don't use paint.
Max number of blobs(en) ([todo internal name (i)]) <整数(en)>
Maximum number of paint blobs(en). Should NOT exceed 250.
Note.png注意:These two parameters might not appear if you have propper(en).fgd in Hammer.

黑山 黑山

Under Water Particles ([todo internal name (i)]) <choices>
  • underwater_default : Rubbish
  • underwater_ion : Blue Ions
  • underwater_tentacle_water : Tentacle Shit Water

SiN SiN

Arena Mode Time Limit ([todo internal name (i)]) <整数(en)>
The number of seconds an arena mode map should last. (default: 900s (15 min))

Inputs

ResponseContext:
AddContext <字符串(en)>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <字符串(en)>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
Removes all contexts from this entity's list.