Zh/Commentary zombie spawner: Difference between revisions

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(Created page with "{{l4d series point|commentary_zombie_spawner}} 这是注解模式下特定类型僵尸的手动生成点。 ==键值== {{KV Targetname}} {{KV Angles}} {{KV Parentname}} ==...")
 
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==键值==
==键值==
{{KV Targetname}}
{{KV Targetname:zh-cn}}
{{KV Angles}}
{{KV Angles}}
{{KV Parentname}}
{{KV Parentname}}

Revision as of 00:23, 4 May 2020

Template:L4d series point 这是注解模式下特定类型僵尸的手动生成点。

键值

Name (目标名称) <target_source>[ Edit ]
这个名称是其他实体通过 输入/输出(en) 或其他 关键值(en)(如 parentnametarget) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告(en) 中。
参见:  所有实体均可使用的 通用键值、输入与输出(en)

Pitch Yaw Roll (Y Z X) (angles) <QAngle(en)>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Parentname:
Parent (parentname) <目标名(en)>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

输入

SpawnZombie <字符串(en)>
Spawn a specific zombie now. String format is zombie type followed by an optional target name (e.g. 'smoker,BostonJoe' or 'common_male_suit').
Zombie types: boomer, common_*, hunter, smoker, tank, witch


Parentname:
SetParent <字符串(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <字符串(en)>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <字符串(en)>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

输出

OnSpawnedZombieDeath
One of the zombies spawned by this entity has died


另见