Zh/Control Point (particles): Difference between revisions
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(Created page with "{{otherlang2 |title = 控制点 (粒子) |en= Control Point (particles) }} {{toc-right}} '''控制点'''用来在粒子系统之间传递数据...") |
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* 一个关联[[entity|实体]] | * 一个关联[[entity|实体]] | ||
无论如何这些值的意义是灵活的,and "cheats" such storing an [[RGB]] colour in the origin value are supported. | |||
粒子系统继承了其父系统的控制点. | |||
{{note| | {{note|控制点0(<code>vecOrigin</code>)和1(<code>vecStart</code>)从服务器调度时被定义。当选择哪个控制点用在你的系统中时要意识到这点。}} | ||
== | == 定义 == | ||
=== | === 在粒子系统中 === | ||
用以下操纵器的其中之一: | |||
* [[Set Control Point Positions]] | * [[Set Control Point Positions|设置操纵点位置]] | ||
* [[Set Control Point To Particles' Center]] | * [[Set Control Point To Particles' Center|对粒子中心设置操纵点]] | ||
* [[Set Control Point To Player]] | * [[Set Control Point To Player|对玩家设置操作点]] | ||
* [[Set child control points from particle positions]] | * [[Set child control points from particle positions|从粒子位置设置子操纵点]] | ||
* [[Movement Match Particle Velocities]] | * [[Movement Match Particle Velocities|动作匹配粒子速度]] | ||
=== | === 在地图中 === | ||
在场地上填充[[info_particle_system|info_particle_system实体]]来产生系统。控制点0是实体的原点。 | |||
=== | === 在代码中 === | ||
见[[Particles In Code#Control points|代码中的粒子#控制点]]. | |||
=== | === 在QC文件中 === | ||
{{confirm| | {{confirm|[[compiling a model|编译模型]]时不可能配置操纵点}} 无论如何,见[[Position on Model Random|模型随机位置]]初始化器。 | ||
== | == 映射到其他值 == | ||
<div style="display:inline-block;width:49%;vertical-align:top;"> | <div style="display:inline-block;width:49%;vertical-align:top;"> | ||
=== | === 映射函数 === | ||
; Operators | ; Operators | ||
: [[Remap Control Point to Scalar]] | : [[Remap Control Point to Scalar]] | ||
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<div style="display:inline-block;width:49%;vertical-align:top;"> | <div style="display:inline-block;width:49%;vertical-align:top;"> | ||
=== | === 潜在目标 === | ||
<div style="display:inline-block;width:49%;vertical-align:top;"> | <div style="display:inline-block;width:49%;vertical-align:top;"> | ||
; Scalar | ; Scalar | ||
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</div> | </div> | ||
=== | === 其他 === | ||
These sample values from CPs rather than remapping their literal values: | These sample values from CPs rather than remapping their literal values: | ||
* [[Color Light from Control Point]] | * [[Color Light from Control Point|来着控制点的颜色光照]] | ||
* [[Velocity Inherit from Control Point]] | * [[Velocity Inherit from Control Point|继承控制点的速度]] | ||
== | == 在控制点产生子系统 == | ||
默认情况下,子系统在它们的父系统的原点产生。用一个"位置"初始化器并引用一个正确的控制点编号可以改变出生点。 | |||
[[Category:Particle System]] | [[Category:Particle System]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 06:08, 9 August 2014
控制点用来在粒子系统之间传递数据。一个系统可以拥有多达64个控制点,每个都能存储以下内容:
无论如何这些值的意义是灵活的,and "cheats" such storing an RGB colour in the origin value are supported.
粒子系统继承了其父系统的控制点.

vecOrigin
)和1(vecStart
)从服务器调度时被定义。当选择哪个控制点用在你的系统中时要意识到这点。定义
在粒子系统中
用以下操纵器的其中之一:
在地图中
在场地上填充info_particle_system实体来产生系统。控制点0是实体的原点。
在代码中
在QC文件中

无论如何,见模型随机位置初始化器。
映射到其他值
映射函数
- Operators
- Remap Control Point to Scalar
- Remap Distance to Control Point to Scalar
- Remap Distance Between Two Control Points to Scalar
- Initializers
- Remap Control Point to Vector
注意:There is no 'CP to Vector' operator, just this initializer. The reasons for this omission are not clear.
- Remap Control Point to Scalar
- Remap Initial Distance to Control Point to Scalar
潜在目标
- Scalar
- Lifespan
- Creation time
- Radius
- Roll speed
- Alpha
- Alpha alternate
- Sequence number
- Sequence number 1
- Trail length
- Particle ID
- Yaw
- Vector
- Position
- Roll
- RGB Colour (normalised)
其他
These sample values from CPs rather than remapping their literal values:
在控制点产生子系统
默认情况下,子系统在它们的父系统的原点产生。用一个"位置"初始化器并引用一个正确的控制点编号可以改变出生点。