Zh/Info survivor position: Difference between revisions

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{{lang|info_survivor_position}}
{{lang|info_survivor_position}}
{{Translate in Progress:zh-cn}}
{{Translate in Progress:zh-cn}}
{{l4d series point:zh-cn|info_survivor_position}} It defines a point where specific survivors can be moved to and locked/unlocked in place by the [[info_director]] through the info_directors input/outputs. It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you to use [[point_viewcontrol_survivor]] so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking introduction sequences for the first map of your campaign.
{{l4d series point:zh-cn|info_survivor_position}} 它定义了特定幸存者可以移动或锁定的点位/解锁点位由 [[info_director]] 通过info_director的输入/输出. It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you to use [[point_viewcontrol_survivor]] so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking introduction sequences for the first map of your campaign.


{{bug|Do not use logic_auto's onmapspawn input to trigger the info_director to force survivors to their info_survivor_position. The info_director will ignore the input depending on how the map is loaded. Instead, it is much more reliable to simply have the info_director call itself, triggering its own forcesurvivorposition and releasesurvivor position using the info_directors ongamestart input.}}
{{bug|Do not use logic_auto's onmapspawn input to trigger the info_director to force survivors to their info_survivor_position. The info_director will ignore the input depending on how the map is loaded. Instead, it is much more reliable to simply have the info_director call itself, triggering its own forcesurvivorposition and releasesurvivor position using the info_directors ongamestart input.}}

Revision as of 11:38, 3 August 2022

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Template:Translate in Progress:zh-cn Template:L4d series point:zh-cn 它定义了特定幸存者可以移动或锁定的点位/解锁点位由 info_director 通过info_director的输入/输出. It is useful for creating introduction sequences that make use of cameras, as it allows you to guarantee where a survivor will not only be standing, but also allows you to use point_viewcontrol_survivor so that it can zoom in on a particular suvivors head, regardless of the difference in height for each survivor. This is important for creating professional looking introduction sequences for the first map of your campaign.

Icon-Bug.png错误:Do not use logic_auto's onmapspawn input to trigger the info_director to force survivors to their info_survivor_position. The info_director will ignore the input depending on how the map is loaded. Instead, it is much more reliable to simply have the info_director call itself, triggering its own forcesurvivorposition and releasesurvivor position using the info_directors ongamestart input.  [todo tested in ?]

Keyvalues

Order (Order) <整数(en)>
Index of spot based on order people got on board. (1-4)
Survivor Name (SurvivorName) <字符串(en)>
Force this survivor to use this position (Zoey, Louis, etc.)
Survivor Intro Sequence (SurvivorIntroSequence) <字符串(en)>
Sequence to play when the intro starts
Game Mode (GameMode) <字符串(en)>
Use this position for a particular game mode only (coop,versus,survival,scavenge)
Survivor Concept (SurvivorConcept) <字符串(en)>
Response rule concept to play when survivor is moved here
Hide Weapons (HideWeapons) <布尔值(en)>
Hide Survivor's weapon while locked to this position.
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.

Inputs

SetViewControl <字符串(en)>
If a survivor is assigned to this position, set his view to a point_viewcontrol


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.

Outputs

See also