List of L4D2 Entities: Difference between revisions

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</ul>
</ul>
<h3>{{autolang|Filter|zh=过滤器}}</h3>  
<h3>{{autolang|Filter|zh=过滤器}}</h3>  
<ul><li> [[filter_health]]</li> - {{autolang|Can filter based on the health of the activator, and wheter they have adrenaline active or not|zh=可以根据激活剂的健康状况进行过滤,以及它们是否有肾上腺素活跃}}
<ul><li> [[filter_health]]</li> - {{autolang|Can filter based on the health of the activator, and wheter they have adrenaline active or not|zh=可以根据触发者的健康状况进行过滤,以及他们是否存在肾上腺素效果}}
<li> [[filter_melee_damage]]</li> - {{autolang|Can filter based on melee damage, and the type (all, slash or club)|zh=可以根据近战伤害和类型(全部、斜线或棍棒)进行过滤}}
<li> [[filter_melee_damage]]</li> - {{autolang|Can filter based on melee damage, and the type (all, slash or club)|zh=可以根据近战伤害和类型(全部、锐器或钝器)进行过滤}}
</ul>
</ul>
<h3>{{autolang|Function|zh=功能性的}}</h3>
<h3>{{autolang|Function|zh=功能性的}}</h3>
<ul><li> [[func_elevator]]</li> - Added input to set max speed dynamically
<ul><li> [[func_elevator]]</li> - {{Autolang|Added input to set max speed dynamically|zh=添加了可以动态设置最大速度的输入}}
<li> [[func_movelinear]]</li> - Added ResetPosition/TeleportToTarget
<li> [[func_movelinear]]</li> - {{Autolang|Added ResetPosition/TeleportToTarget|zh=添加了 ResetPosition/TeleportToTarget}}
<li> [[func_nav_blocker]]</li> - Added toggle to determine if nav flow should be recomputed or not
<li> [[func_nav_blocker]]</li> - {{Autolang|Added toggle to determine if nav flow should be recomputed or not|zh=添加了切换功能以确定是否应重新计算导航流}}
<li> [[func_orator]]</li> - Now allows setting the max legal followup distance for automatic responses
<li> [[func_orator]]</li> - {{Autolang|Now allows setting the max legal followup distance for automatic responses|zh=现在允许设置自动响应的最大合法跟进距离}}
<li> [[func_precipitation]]</li> - Added Rain Storm, Bugs, and Smoke
<li> [[func_precipitation]]</li> - {{Autolang|Added Rain Storm, Bugs, and Smoke|zh=添加了暴风雨、虫子和烟。}}
<li> [[func_rotating]]</li> - Added SnapToStartPosition
<li> [[func_rotating]]</li> - {{Autolang|Added SnapToStartPosition|zh=添加了 SnapToStartPosition}}
<li> [[func_buildable_button]]</li> - A non-functional entity. Added from the EMS update.
<li> [[func_buildable_button]]</li> - {{Autolang|A non-functional entity. Added from the EMS update.|zh=没有效果的实体。由 EMS 更新添加。}}
<li> [[func_button_timed]]</li> - Button that takes time to use. Added from The Sacrifice DLC.
<li> [[func_button_timed]]</li> - {{Autolang|Button that takes time to use. Added from The Sacrifice DLC.|zh=需要花费时间才能使用的按钮。由《牺牲》DLC 添加。}}
<li> [[func_block_charge]]</li> - The Charger will not charge through this brush.
<li> [[func_block_charge]]</li> - {{Autolang|The Charger will not charge through this brush.|zh=Charger 将无法冲锋穿过该固体。}}
<li> [[func_extinguisher]]</li> - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.
<li> [[func_extinguisher]]</li> - {{Autolang|Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.|zh=扑灭燃烧瓶、煤气罐等设置的大火。由《牺牲》DLC 添加。}}
<li> [[func_instance]]</li> - An entity for placing an instance of a map file
<li> [[func_instance]]</li> - {{Autolang|An entity for placing an instance of a map file|zh=一个用于防止地图实例文件的实体}}
<li> [[func_instance_parms]]</li> - Controls parameters used in func_instance within an instance
<li> [[func_instance_parms]]</li> - {{Autolang|Controls parameters used in func_instance within an instance|zh=控制实例中 func_instance 中使用的参数}}
<li> [[func_nav_connection_blocker]]</li> - Blocks nav meshs (on creation) from being connected through it's volume.
<li> [[func_nav_connection_blocker]]</li> - {{Autolang|Blocks nav meshs (on creation) from being connected through it's volume.|zh=阻挡导航网格(创建时)通过它在彼此之间建立连接。}}
<li> [[func_playerghostinfected_clip]]</li> - Blocks ghost infected.
<li> [[func_playerghostinfected_clip]]</li> - {{Autolang|Blocks ghost infected.|zh=阻挡灵魂感染者。}}
<li> [[func_ragdoll_fader]]</li> - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.
<li> [[func_ragdoll_fader]]</li> - {{Autolang|Fade out any ragdolls that touch it. Added from The Sacrifice DLC.|zh=淡出任何触碰到它的布娃娃。由《牺牲》DLC 添加。}}
<li> [[func_timescale]]</li> - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
<li> [[func_timescale]]</li> - {{Autolang|Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)|zh=通过地图逻辑调整服务器/客户端的时间刻度(用于《死亡中心》大结局结尾的慢镜头)}}
<li> [[point_script_use_target]]</li> - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.
<li> [[point_script_use_target]]</li> - {{Autolang|Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.|zh=使实体可供玩家“使用”。附加的脚本决定了显示文本和使用时间。由 EMS 更新添加。}}
</ul>
</ul>
<h3>{{autolang|Information|zh=Info 类}}</h3>
<h3>{{autolang|Information|zh=Info 类}}</h3>
<ul><li> [[info_director]]</li> - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
<ul><li> [[info_director]]</li> - {{Autolang|Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.|zh=添加了许多输出以完全自定义清道夫游戏,还包括脚本和日志支持。《牺牲》DLC 引入了用户定义的脚本事件挂钩,可以从脚本(Squirrel)触发。}}
<li> [[info_gamemode]]</li> - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
<li> [[info_gamemode]]</li> - {{Autolang|Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set|zh=添加了额外的游戏模式和 OnNavAnalyze 输出(仅在当地图在设置了 -navanalyse 命令行选项时进行加载时触发)}}
<li> [[Info_map_parameters/Left_4_Dead_series|info_map_parameters]]</li> and [[info_map_parameters_versus]] - Controls density of spawns
<li> [[Info_map_parameters/Left_4_Dead_series|info_map_parameters]] {{Autolang|and|zh=和}} [[info_map_parameters_versus]]</li> - {{Autolang|Controls density of spawns|zh=控制生成密度。}}
*;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value.
*;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value.
<li> [[info_particle_system]]</li> - Added setting to allow forcing particles to always render infront of everything
<li> [[info_particle_system]]</li> - Added setting to allow forcing particles to always render infront of everything

Revision as of 09:30, 17 June 2023

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Left 4 Dead 2 Level Creation
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  • filter_health
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  • func_elevator
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  • func_precipitation
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  • func_block_charge
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  • func_extinguisher
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  • func_instance
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  • func_playerghostinfected_clip
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  • func_timescale
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  • point_script_use_target
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  • info_director
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  • info_gamemode
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  • info_map_parameters
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    info_map_parameters_versus
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    • director_solve_item_density
      Pass the number of items you'd want in this map and this spits out the map density value.
  • info_particle_system
  • - Added setting to allow forcing particles to always render infront of everything
  • info_survivor_position
  • - Can now be tied to a specific gamemode, and given a specific intro to play
  • info_ambient_mob_start
  • - Potential starting area for an ambient mob
  • info_ambient_mob_end
  • - Potential end area for an ambient mob
  • info_ambient_mob
  • - universal ambient mob start/end (use with care)
  • info_l4d1_survivor_spawn
  • - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
  • info_particle_target
  • - Allows marking areas in the map for particle systems with control points to reference
  • info_zombie_border
  • - Zombies will not spawn behind this entity.
  • info_item_position
  • - Used to place spawn points for entity groups. Added from the EMS update.
  • info_target_instructor_hint
  • - Used by utility VScripts for env_instructor_hint tragets. Added from the EMS update.

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  • logic_director_query
  • - Controls the anger level of the AI Director
  • logic_game_event
  • - allows firing of game events. Appears to part of an achievement system.
  • logic_script
  • - Container for scripts
  • logic_versus_random
  • - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.

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  • point_hurt
  • - Added additional damage type: "FULLGIB"
  • point_spotlight
  • - Added option to set Halo size
  • point_viewcontrol_multiplayer
  • - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.

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  • All props now have a 'Lag Compensation' toggle. (Use sparingly!)

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Note.pngNote:Read L4D2 Level Design's Weapon and Item Spawning