List of L4D2 Entities: Difference between revisions

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{{autolang|zh={{:User:1416006136/Signature|time=Jan 2 2023|in progress=1}}}}
{{autolang|zh={{:User:1416006136/Signature|time=Jan 2 2023}}}}
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<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_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]] {{Autolang|and|zh=和}} [[info_map_parameters_versus]]</li> - {{Autolang|Controls density of spawns|zh=控制生成密度。}}
<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。}}
{{Autolang
|1=
*;<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
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<li> [[info_item_position]]</li>  - Used to place spawn points for entity groups. Added from the EMS update.
<li> [[info_item_position]]</li>  - Used to place spawn points for entity groups. Added from the EMS update.
<li> [[info_target_instructor_hint]]</li>  - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update.
<li> [[info_target_instructor_hint]]</li>  - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update.
|zh=
<code>director_solve_item_density</code>:传递你想在这张地图中拥有的物品数量,然后就会得到地图密度数值。
<li> [[info_particle_system]]</li> - 增加设置以强制粒子始终呈现在所有物体之前
<li> [[info_survivor_position]]</li> - 现在可以与特定游戏模式绑定,并提供特定的开场介绍
<li> [[info_ambient_mob_start]]</li> - 环境生物的潜在起始区域
<li> [[info_ambient_mob_end]]</li> - 环境生物的潜在结束区域
<li> [[info_ambient_mob]]</li> - 通用环境生物起始/结束(慎用)
<li> [[info_l4d1_survivor_spawn]]</li> - 作为《短暂时刻》战役中所见的L4D1原始幸存者之一的生成点。
<li> [[info_particle_target]]</li> - 允许在地图中标记粒子系统的控制点以进行参考
<li> [[info_zombie_border]]</li> - 僵尸不会在此实体后面生成。
<li> [[info_item_position]]</li> - 用于放置实体组的生成点。从EMS更新中添加。
<li> [[info_target_instructor_hint]]</li> - 供实用程序 VScript 使用的[[env_instructor_hint]]目标。从EMS更新中添加。
}}
</ul>
</ul>
<h3>{{autolang|Logic|zh=逻辑实体}}</h3>
<h3>{{autolang|Logic|zh=逻辑实体}}</h3>
<ul><li> [[logic_director_query]]</li> - Controls the anger level of the AI Director
<ul>{{Autolang|1=
<li> [[logic_director_query]]</li> - Controls the anger level of the AI Director
<li> [[logic_game_event]]</li> - allows firing of game events. Appears to part of an achievement system.
<li> [[logic_game_event]]</li> - allows firing of game events. Appears to part of an achievement system.
<li> [[logic_script]]</li> - Container for scripts
<li> [[logic_script]]</li> - Container for scripts
<li> [[logic_versus_random]]</li> - 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.
<li> [[logic_versus_random]]</li> - 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.
</ul>
|zh=
<li> [[logic_director_query]]</li> - 控制AI导演的愤怒水平
<li> [[logic_game_event]]</li> - 允许触发游戏事件。似乎是成就系统的一部分。
<li> [[logic_script]]</li> - 脚本容器
<li> [[logic_versus_random]]</li> - 在对抗地图的第一轮中随机触发输出,然后在对抗地图的第二轮中重复这些输出。从牺牲DLC添加。从EMS更新中添加。
}}</ul>
<h3>{{autolang|Misc|zh=其他实体}}</h3>
<h3>{{autolang|Misc|zh=其他实体}}</h3>
<ul><li> [[Worldspawn]]</li> - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
<ul>{{Autolang|1=
<li> [[Worldspawn]]</li> - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
<li> [[beam_spotlight]]</li> - Added NoFog spawnflag.  
<li> [[beam_spotlight]]</li> - Added NoFog spawnflag.  
<li> [[sky_camera]]</li> - Added additional options for customizating plane clipping offsets, etc
<li> [[sky_camera]]</li> - Added additional options for customizating plane clipping offsets, etc
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<li> [[sound_mix_layer]]</li> - Allows setting the levels of a specific sound mix layer.
<li> [[sound_mix_layer]]</li> - Allows setting the levels of a specific sound mix layer.
<li> [[trigger_active_weapon_detect]]</li> - Fires output when touched by a player that has a specific weapon active.
<li> [[trigger_active_weapon_detect]]</li> - Fires output when touched by a player that has a specific weapon active.
</ul>
|zh=
<li> [[Worldspawn]]</li> - 现在可以选择白天时间(傍晚、午夜等)、音乐后缀名称(供音乐声音脚本参考),以及起始音乐类型(任务开始、检查点等)
<li> [[beam_spotlight]]</li> - 添加了NoFog生成标志。
<li> [[sky_camera]]</li> - 添加了额外的选项来定制平面剪裁偏移等。
<li> [[filter_activator_infected_class]]</li> - 添加了新的特殊感染者。
<li> [[logic_auto]]</li> - 添加了“OnDemoMapSpawn”输出。
<li> [[postprocess_controller]]</li> - 现在可以动态改变电影颗粒和晕影的强度。
<li> [[ambient_music]]</li> - 可以覆盖音乐导演,强制播放自定义的wav文件在音乐混音层中。
<li> [[game_scavenge_progress_display]]</li> - 允许打开/关闭拾荒得分显示,并设置所需的总物品数。
<li> [[player_weaponstrip]]</li> - 移除特定武器或当前武器。
<li> [[point_nav_attribute_region]]</li> - 在生成期间应用于导航区域的区域属性的容器。
<li> [[point_script_template]]</li> - 用于从VScripts生成可选动态模板的[[point_template]]。从EMS更新中添加。
<li> [[prop_mounted_machine_gun]]</li> - 一个.50口径的机枪。 {{Note|L4D2以前不支持[[Prop_minigun]],但创作工具已更新以支持L4D1实体。}}
<li> [[script_nav_blocker]]</li> - 基于点的[[func_nav_blocker]]用于从VScripts生成。从TLS更新中添加。
<li> [[sound_mix_layer]]</li> - 允许设置特定声音混音层的级别。
<li> [[trigger_active_weapon_detect]]</li> - 当被持有特定武器的玩家触摸时触发输出。
}}</ul>
<h3>{{autolang|Point|zh=Point 类}}</h3>
<h3>{{autolang|Point|zh=Point 类}}</h3>
<ul><li> [[point_hurt]]</li> - Added additional damage type: "FULLGIB"
<ul>{{Autolang|1=
<li> [[point_hurt]]</li> - Added additional damage type: "FULLGIB"
<li> [[point_spotlight]]</li> - Added option to set Halo size
<li> [[point_spotlight]]</li> - Added option to set Halo size
<li> [[point_viewcontrol_multiplayer]]</li> - 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.
<li> [[point_viewcontrol_multiplayer]]</li> - 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.
</ul>
|zh=
<li> [[point_hurt]]</li> - 添加了额外的伤害类型:"FULLGIB"
<li> [[point_spotlight]]</li> - 添加了设置光晕大小的选项
<li> [[point_viewcontrol_multiplayer]]</li> - 更新了额外的输入、切换和最重要的是现在支持“目标实体”,可以轻松创建简单的平滑滑动介绍动画,而无需依赖自定义模型动画。}}</ul>
<h3>{{autolang|Prop|zh=Prop 类}}</h3>
<h3>{{autolang|Prop|zh=Prop 类}}</h3>
{{Autolang|1=
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
<ul><li> [[prop_car_alarm]]</li> - Added ability to enable/disable
<ul><li> [[prop_car_alarm]]</li> - Added ability to enable/disable
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<li> [[scripted_item_drop]]</li> - An item with basic physics that detects player touch.
<li> [[scripted_item_drop]]</li> - An item with basic physics that detects player touch.
</ul>
</ul>
|zh=
所有道具现在都有一个“延迟补偿”切换选项。(请谨慎使用!)
<ul><li> [[prop_car_alarm]]</li> - 添加了启用/禁用的功能
<li> [[prop_door_rotating]]</li> - 添加了“发光”选项
<li> [[prop_physics]]</li> - 添加了 OnHitByTank 输出,用于在道具被 Tank 击打时创建自定义事件。
<li> [[prop_fuel_barrel]]</li> - 特殊的可破坏物理道具,被击中时会在几个阶段内爆炸。来自The Sacrifice DLC。
<li> [[prop_wall_breakable]]</li> - 一段可破坏的墙壁,就像门一样可破坏。
<li> [[scripted_item_drop]]</li> - 一个带有基本物理效果的物品,可以检测到玩家触摸。
</ul>}}
<h3>{{autolang|Trigger|zh=触发器类}}</h3>
<h3>{{autolang|Trigger|zh=触发器类}}</h3>
<ul><li> [[trigger_finale]]</li> - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
<ul>{{Autolang|1=
<li> [[trigger_finale]]</li> - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
<li> [[trigger_hurt]]</li> - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
<li> [[trigger_hurt]]</li> - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
<li> [[trigger_playermovement]]</li> - Added a "disable jump" flag
<li> [[trigger_playermovement]]</li> - Added a "disable jump" flag
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<li> [[trigger_hurt_ghost]]</li> - damages entities (and ghosts) that touch it.
<li> [[trigger_hurt_ghost]]</li> - damages entities (and ghosts) that touch it.
<li> [[trigger_upgrade_laser_sight]]</li> - gives laser sight upgrade to players that touch
<li> [[trigger_upgrade_laser_sight]]</li> - gives laser sight upgrade to players that touch
</ul>
|zh=
<li> [[trigger_finale]]</li> - 添加了类型选择:"Standard" "Gauntlet" "Custom" "Scavenge",以及定义清道夫模式最大点数的属性。
<li> [[trigger_hurt]]</li> - 添加了额外的伤害类型:"FULLGIB",以及选项,可以使其每帧“思考”而不是每半秒一次。(消耗性能!)
<li> [[trigger_playermovement]]</li> - 添加了一个“禁用跳跃”标志
<li> [[trigger_push]]</li> - 添加了 OnStartTouch 输出,以及输入 SetMaxSpeed 以动态设置推动速度。
<li> [[script_trigger_hurt]]</li> - 基于点实体的由 VScripts 生成的 [[trigger_hurt]]。来自 EMS 更新。
<li> [[script_trigger_multiple]]</li> - 基于点的由 VScripts 生成的 [[trigger_multiple]]。来自 EMS 更新。
<li> [[script_trigger_once]]</li> - 基于点的由 VScripts 生成的 [[trigger_once]]。来自 EMS 更新。
<li> [[script_trigger_push]]</li> - 基于点的由 VScripts 生成的 [[trigger_push]]。来自 EMS 更新。
<li> [[trigger_escape]]</li> - 指示是否有幸存者可以逃离终局的体积。来自 The Sacrifice DLC。
<li> [[trigger_hurt_ghost]]</li> - 伤害触碰它的实体(和幽灵)。
<li> [[trigger_upgrade_laser_sight]]</li> - 给触摸到的玩家提供激光瞄准器升级。
}}</ul>
<h3>{{autolang|Weapon/Upgrade spawn|zh=武器/升级生成}}</h3>
<h3>{{autolang|Weapon/Upgrade spawn|zh=武器/升级生成}}</h3>
<ul><li> [[upgrade_spawn]]</li> - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
<ul>{{Autolang|1=
<li> [[upgrade_spawn]]</li> - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
<li> [[weapon_adrenaline_spawn]]</li> - A possible spawnpoint for adrenaline.
<li> [[weapon_adrenaline_spawn]]</li> - A possible spawnpoint for adrenaline.
<li> [[weapon_chainsaw_spawn]]</li> - A possible spawnpoint for chainsaws.
<li> [[weapon_chainsaw_spawn]]</li> - A possible spawnpoint for chainsaws.
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<li> [[weapon_upgradepack_explosive_spawn]]</li> - A possible spawnpoint for explosive ammo packs.
<li> [[weapon_upgradepack_explosive_spawn]]</li> - A possible spawnpoint for explosive ammo packs.
<li> [[weapon_upgradepack_incendiary_spawn]]</li> - A possible spawnpoint for incendiary ammo packs.
<li> [[weapon_upgradepack_incendiary_spawn]]</li> - A possible spawnpoint for incendiary ammo packs.
<li> [[weapon_vomitjar_spawn]]</li> - A possible spawnpoint for bile bombs.</ul>
<li> [[weapon_vomitjar_spawn]]</li> - A possible spawnpoint for bile bombs.
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}
|zh=
<li> [[upgrade_spawn]]</li> - 允许导演放置枪械升级:激光瞄准器、爆炸弹药和燃烧弹药。
<li> [[weapon_adrenaline_spawn]]</li> - 肾上腺素的可能生成点。
<li> [[weapon_chainsaw_spawn]]</li> - 电锯的可能生成点。
<li> [[weapon_defibrillator_spawn]]</li> - 除颤器的可能生成点。
<li> [[weapon_grenade_launcher_spawn]]</li> - 榴弹发射器的可能生成点。
<li> [[weapon_item_spawn]]</li> - 随机物品的可能生成点(急救包、药丸、肾上腺素、胆汁炸弹、除颤器等)。
<li> [[weapon_melee_spawn]]</li> - 随机近战武器的可能生成点。
<li> [[weapon_pistol_magnum_spawn]]</li> - 马格南手枪的可能生成点。
<li> [[weapon_rifle_ak47_spawn]]</li> - AK-47步枪的可能生成点。
<li> [[weapon_rifle_desert_spawn]]</li> - 突击步枪的可能生成点。
<li> [[weapon_rifle_m60_spawn]]</li> - M60机枪的可能生成点。
<li> [[weapon_rifle_sg552_spawn]]</li> - SG-552步枪的可能生成点。
<li> [[weapon_scavenge_item_spawn]]</li> - 清道夫汽油桶的生成点。
<li> [[weapon_shotgun_chrome_spawn]]</li> - 铬管霰弹枪的可能生成点。
<li> [[weapon_shotgun_spas_spawn]]</li> - 战斗霰弹枪的可能生成点。
<li> [[weapon_smg_mp5_spawn]]</li> - MP5冲锋枪的可能生成点。
<li> [[weapon_smg_silenced_spawn]]</li> - 消音冲锋枪的可能生成点。
<li> [[weapon_sniper_awp_spawn]]</li> - AWP狙击枪的可能生成点。
<li> [[weapon_sniper_military_spawn]]</li> - 狙击步枪的可能生成点。
<li> [[weapon_sniper_scout_spawn]]</li> - Scout 狙击枪的可能生成点。TLS 更新中添加。
<li> [[weapon_spawn]]</li> - 随机武器的可能生成点。
<li> [[weapon_upgradepack_explosive_spawn]]</li> - 爆炸弹药包的可能生成点。
<li> [[weapon_upgradepack_incendiary_spawn]]</li> - 燃烧弹药包的可能生成点。
<li> [[weapon_vomitjar_spawn]]</li> - 胆汁炸弹的可能生成点。}}</ul>
{{Note|{{Autolang|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]|zh=另请参阅 [[L4D2 Level Design]] 的 [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}}}


[[Category:Left 4 Dead 2]]
[[Category:Left 4 Dead 2]]

Revision as of 17:44, 30 March 2024

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Left 4 Dead 2 Level Creation
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  • env_instructor_hint
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  • env_physics_blocker
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  • env_player_blocker
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  • env_rock_launcher
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  • env_weaponfire
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  • filter_health
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  • filter_melee_damage
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  • func_elevator
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  • func_movelinear
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  • func_nav_blocker
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  • func_orator
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  • func_precipitation
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  • func_rotating
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  • func_buildable_button
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  • func_button_timed
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  • func_block_charge
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  • func_extinguisher
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  • func_instance
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  • func_instance_parms
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  • func_nav_connection_blocker
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  • func_playerghostinfected_clip
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  • func_ragdoll_fader
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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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Note.pngNote:
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