Zh/Env entity maker: Difference between revisions
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{{lang|Env entity maker}} | {{lang|Env entity maker}} | ||
{{更新}} | {{更新}} | ||
{{ | {{point_ent:zh|env_entity_maker}} 它可以在<code>env_entity_maker</code>[[Origin|坐标]]上,生成一个指定的{{ent|point_template}}实体。 允许自动生成或者通过输入生成。 | ||
{{代码定义|CEnvEntityMaker|env_entity_maker.cpp}} | {{代码定义|CEnvEntityMaker|env_entity_maker.cpp}} | ||
Line 20: | Line 20: | ||
{{KV BaseEntity|css=1}} | {{KV BaseEntity|css=1}} | ||
== | ==输入== | ||
{{IO|ForceSpawn| | {{IO:zh|ForceSpawn|从模板中生成实例,位置是本实体坐标和方向。}} | ||
{{IO|ForceSpawnAtEntityOrigin|param=target_destination| | {{IO:zh|ForceSpawnAtEntityOrigin|param=实体目标名/target_destination|在指定实体上从模板中生成实例。}} | ||
{{I BaseEntity|prel4d=1}} | {{I BaseEntity|prel4d=1}} | ||
== | ==输出== | ||
{{IO|OnEntitySpawned| | {{IO:zh|OnEntitySpawned|当实例成功生成时触发。}} | ||
{{IO|OnEntityFailedSpawn| | {{IO:zh|OnEntityFailedSpawn|当<code>ForceSpawn</code>输入失败时触发,取决于是否在flags,例如是否在玩家视线或者空间是否足够。}} | ||
{{O BaseEntity|l4d=1}} | {{O BaseEntity:zh|l4d=1}} |
Revision as of 01:34, 13 October 2019

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env_entity_maker
是一个存在于所有的 起源 游戏的点实体。 它可以在env_entity_maker
坐标上,生成一个指定的point_template实体。 允许自动生成或者通过输入生成。
待完善: This template is currently using deprecated suf or {{Lang}}-based translations. Please use the main {{Code class}} instead, which uses {{Autolang}}.
在源代码中,它由 class
CEnvEntityMaker
代表,定义于 env_entity_maker.cpp
。
标志(Flags)
- 1: Enable AutoSpawn - 当有足够的空间且玩家没看见时,产生模板(Template)。
- 2: AutoSpawn: 等待实体被销毁。
- 4: AutoSpawn: 哪怕玩家看得见,也会生成。
- 8:
ForceSpawn
: 只有在足够的空间时,生成。 - 16:
ForceSpawn
: 只有玩家没看见时,生成。
键值
- Point_template To Spawn (EntityTemplate) ([todo internal name (i)]) <target_destination>
- 在此处生成
point_template
的名字
- PostSpawn Movement Speed (PostSpawnSpeed) ([todo internal name (i)]) <浮点型 >
- 所有实体生成后,每秒会往PostSpawn Movement Direction的方向上运动多少hammer units。
- PostSpawn Movement Direction (PostSpawnDirection) ([todo internal name (i)]) <angle >
- 所有从模板中生成的实体都会往这个方向上移动。
- PostSpawn Direction Variance (PostSpawnDirectionVariance) ([todo internal name (i)]) <浮点型 >
- The PostSpawn Movement Direction may vary by this many degrees. 这是半径。
- PostSpawn Inherit Angles (PostSpawnInheritAngles) ([todo internal name (i)]) <布尔值 >
- 如果是Yes,,则按parent(父实体)的角度给予角度的偏移。
输入
- ForceSpawn
- 从模板中生成实例,位置是本实体坐标和方向。
- ForceSpawnAtEntityOrigin <实体目标名/target_destination >
- 在指定实体上从模板中生成实例。
输出
- OnEntitySpawned
- 当实例成功生成时触发。
- OnEntityFailedSpawn
- 当
ForceSpawn
输入失败时触发,取决于是否在flags,例如是否在玩家视线或者空间是否足够。
Base/基础:
- OnUser1 to OnUser4
- 这些输出将分别响应于
FireUser1
到FireUser4
输入。 详见 User Inputs and Outputs。 - OnKilled (仅存在于
之中)
- 当实体被Kill输入时响应此输出。