Ru/Entity: Difference between revisions
No edit summary |
No edit summary |
||
Line 3: | Line 3: | ||
[[Category:Glossary:ru]] | [[Category:Glossary:ru]] | ||
[[Category:To be translated:ru]] {{Finishtranslation}}<br> <!-- При завершении перевода, удалить данную строку --> | [[Category:To be translated:ru]] {{Finishtranslation}}<br> <!-- При завершении перевода, удалить данную строку --> | ||
'''Объект мира (Entity)''', определённый | '''Объект мира (Entity)''', определённый на платформах {{src|4}} и {{source2|4}} как имеющий характеристики, которые и отличают его от «[[worldspawn:ru|мира]]» (элементов мира). | ||
== Типы == | == Типы объектов == | ||
{| class="wikitable" style="width:100%" | |||
|- | |||
!Наименование | |||
!Доступность | |||
!Информация | |||
|- | |||
! colspan="3" | по виду | |||
|- | |||
|align="center"|[[Brush entity]] | |||
|align="center"|{{src|4}} и ранее | |||
|{{:Brush entity}} | |||
|- | |||
|align="center"|[[Point entity]] | |||
|align="center"|{{src|4}} и {{source2|4}} | |||
|{{:Point entity}} | |||
|- | |||
|align="center"|[[Mesh entity]] | |||
|rowspan="2" align="center"|Только {{source2|4}} | |||
|{{:Mesh entity}} | |||
|- | |||
|align="center"|[[Path entity]] | |||
|{{:Path entity}} | |||
|- | |||
! colspan="3" | по интеграции | |||
|- | |||
|align="center"|[[Internal entity]] | |||
|rowspan="2" align="center"| Все платформы | |||
|{{:Internal entites/overview}} | |||
|- | |||
|align="center"|[[:Category:Non-internal entity|Non-Internal entity]] | |||
|A '''Non-Internal entity''' is when there is no entity in the FGD by default. an FGD tells {{hammer|4.1}} what entities exist in the engine, and what keyvalues, inputs, outputs, and flags they have.<br>If information for an [[entity]] is missing from an FGD, it can be manually added through Hammer without it. FGD info is not ''required'' to use anything, but it does help make the mapping process much simpler.<br>''See [[Non-FGD features]] for more info''. | |||
|} | |||
== Ограничения == | |||
В целях распределения памяти на платформах {{gldsrc|4}}/{{source|4}}/{{source2|4}} установлено ограничение на количество одновременно управляемых [[entity|объектов]]. | |||
The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of [[Source BSP File Format#Entity|entdata]] can take a noticeably long time to transmit from server to client, and may lead to crashes. | |||
''Подробнее смотрите [[Entity limit|Предел объектов]]''. | |||
== См. также == | == См. также == |
Revision as of 14:00, 26 May 2024

You can help by finishing the translation.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.
This notice is put here by LanguageBar template and if you want to remove it after updating the translation you can do so on this page.

You can help by finishing the translation.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.
Объект мира (Entity), определённый на платформах Source и
Source 2 как имеющий характеристики, которые и отличают его от «мира» (элементов мира).
Типы объектов
Наименование | Доступность | Информация |
---|---|---|
по виду | ||
Brush entity | ![]() |
![]() This page has not been fully translated.
You can help by finishing the translation. If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted. Also, please make sure the article complies with the alternate languages guide. This notice is put here by LanguageBar template and if you want to remove it after updating the translation you can do so on this page.
См. также: Category:Brush entities
A Brush Entity is an entity type in the Purpose and UsesBrush entities are used for entities that require an area or trigger zone to be touched, hit, or used in order to perform a specific task. Another use of brush entities is to create a physical object that can move, such as an elevator, or a door (can be made by many brushes selected together and tied as a whole to a brush entity, forming a brush model). A great example of a brush entity that implements both of these designs is a func_button, which requires a brush to specify the area the player must press, touch, or shoot to activate the button; the button can be made using any shape of brush, or even a group of brushes, and can be textured to give the appearance of a real button. Brush entities such as the func_button have special features that affect the physical brush they're tied to, such as moving the brush in a general direction when activited, giving the effect of the button being pushed in and then popping back out. Another example of a brush entity is a trigger_multiple which can fire some outputs once the player walks into its area of effect (the volume of which is defined by the volume of the original brush used to make the trigger). ![]() solid 2 and desired mins /maxs after the entity has been spawned. This is useful when needing to create non-visual brush entities without recompiling the map. It's also possible to reuse bmodel of other brush entities used in the given map.
![]() ent_create trigger_multiple targetname test spawnflags 1032 OnStartTouch "!activator,Break"; ent_fire test addoutput "solid 2"; ent_fire test addoutput "maxs 100 100 100"; ent_text test; ent_bbox test; (not all games' ent_create command supports more parameters beyond classname in which case they need to be set via ent_fire addoutput) General typesTrigger brush entitiesThese are invisible during normal play and fire outputs or affect entities when they touch the trigger's brush. They are subclasses of CBaseTrigger and their visibility can be toggled using showtriggers_toggle if their brush used a visible texture like toolstrigger. These aid in controlling or creating the navmesh and are also invisible. Visual brush entitiesBrush entities whose brush is intended to be seen by the player and may add some special functionality to it. OtherSee also
|
Point entity | ![]() ![]() |
![]() This page has not been fully translated.
You can help by finishing the translation. If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted. Also, please make sure the article complies with the alternate languages guide. This notice is put here by LanguageBar template and if you want to remove it after updating the translation you can do so on this page.
![]() This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page. См. также: Category:Point entities
Point Entity is usually defined as simply an entity that is not a brush entity i.e. entity that is created by Hammer Entity Tool on specific point on a grid instead of tying brushes to an entity. More meaningful definition for a point entity is an entity that doesn't render a 3D model and its position in the world affects its functionality. It still may have a visual component (env_sprite, keyframe_rope) or create a visual component (infodecal, info_particle_system) but most of them are without one (ambient_generic, info_target, point_hurt, info_teleport_destination, info_elevator_floor). Other types of entities that are also created on a specific point and are usually referred to as point entity are model entities and logical entities. Point entities by these standards are most of the time subclasses of CPointEntity. General typesTarget of other entitiesThese serve mainly to provide their position for other entities that target them.
SpawnersTheir position serves as a place where to spawn player/npc/weapon. ViewcontrolVisualSound
LightsOtherMore[Нужно сделать]See also |
Mesh entity | Только ![]() |
Mesh entity/overview |
Path entity | ![]() This page has not been fully translated.
You can help by finishing the translation. If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted. Also, please make sure the article complies with the alternate languages guide. This notice is put here by LanguageBar template and if you want to remove it after updating the translation you can do so on this page.
Path entities are a type of entity recently added to the tools. They can be created with Path Tool (Shift + P). Нужно сделать: Path entities may not be fully functional in SteamVR Home. Document which path types work.
| |
по интеграции | ||
Internal entity | Все платформы | Internal entites/overview |
Non-Internal entity | A Non-Internal entity is when there is no entity in the FGD by default. an FGD tells ![]() If information for an entity is missing from an FGD, it can be manually added through Hammer without it. FGD info is not required to use anything, but it does help make the mapping process much simpler. See Non-FGD features for more info. |
Ограничения
В целях распределения памяти на платформах GoldSrc/
Source/
Source 2 установлено ограничение на количество одновременно управляемых объектов.
The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes.
Подробнее смотрите Предел объектов.