Zh/Info survivor position: Difference between revisions
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{{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. 这对于创建使用镜头介绍场景是有用的, 因为它可以让你保证每一个幸存者不仅会站在特定的地方,还可以通过你使用 [[point_viewcontrol_survivor]] 来让幸存者玩家的视角转到此实体,不考虑每个幸存者的身高差异.这对于为战役的第一张地图创建专业的介绍场景镜头非常重要. | {{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. 这对于创建使用镜头介绍场景是有用的, 因为它可以让你保证每一个幸存者不仅会站在特定的地方,还可以通过你使用 [[point_viewcontrol_survivor]] 来让幸存者玩家的视角转到此实体,不考虑每个幸存者的身高差异.这对于为战役的第一张地图创建专业的介绍场景镜头非常重要. | ||
{{bug| | {{bug|不要使用 logic_auto 的 OnMapSpawn 的 输入 来触发 info_director 来强制让幸存者出生在设定好的 info_survivor_position . info_director将忽略它的输入,这取决于地图是如何加载的.简而言之,简单的用 info_director 进行输出或输入是最好的选择, 触发它自己的 ForceSurvivorPosition,并使用 info_director 的 OnGameStart 输入ReleaseSurvivorPosition.}} | ||
== Keyvalues == | == Keyvalues == |
Revision as of 11:56, 3 August 2022
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. 这对于创建使用镜头介绍场景是有用的, 因为它可以让你保证每一个幸存者不仅会站在特定的地方,还可以通过你使用 point_viewcontrol_survivor 来让幸存者玩家的视角转到此实体,不考虑每个幸存者的身高差异.这对于为战役的第一张地图创建专业的介绍场景镜头非常重要.

Keyvalues
- Order (Order) <整数 >
- Index of spot based on order people got on board. (1-4)
- Survivor Name (SurvivorName) <字符串 >
- Force this survivor to use this position (Zoey, Louis, etc.)
- Survivor Intro Sequence (SurvivorIntroSequence) <字符串 >
- Sequence to play when the intro starts
- Game Mode (GameMode) <字符串 >
- Use this position for a particular game mode only (coop,versus,survival,scavenge)
- Survivor Concept (SurvivorConcept) <字符串 >
- Response rule concept to play when survivor is moved here
- Hide Weapons (HideWeapons) <布尔值 >
- 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 或其他 关键值 (如
parentname
或target
) 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 中。参见: 所有实体均可使用的 通用键值、输入与输出
- Pitch Yaw Roll (Y Z X) (angles) <QAngle >
- 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 >
- 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 >
- If a survivor is assigned to this position, set his view to a point_viewcontrol
Parentname:
- SetParent <字符串 >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <字符串 >
- 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 >
- 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.