Template:KV BaseNPC:ru: Difference between revisions
		
		
		
		
		
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<noinclude>{{lang|Template:KV BaseNPC}}  | |||
[[Category:Keyvalue Templates:ru|BaseNPC]]</noinclude>  | |||
{{ScrollBox|title=BaseNPC|  | {{ScrollBox|title=BaseNPC|  | ||
{{KV:ru|Target Path Corner|targetname|[[path_corner|Путевой угол]], к которому этот NPC направится после появления.}}  | {{KV:ru|Target Path Corner|targetname|[[path_corner|Путевой угол]], к которому этот NPC направится после появления.}}  | ||
Latest revision as of 15:21, 29 August 2021
BaseNPC:
- Target Path Corner ([todo internal name (i)]) <targetname>
 - Путевой угол, к которому этот NPC направится после появления.
 
- Squad Name ([todo internal name (i)]) <string>
 - NPC, находящиеся в одном отряде (т.е. имеют одинаковые имена отрядов) будут обмениваться информацией о врагах, а также действовать совместно, прикрывая друг друга.
 
- Hint Group ([todo internal name (i)]) <string>
 - Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
 
- Hint Limit Nav ([todo internal name (i)]) <boolean>
 - Limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
 
- Sleep State ([todo internal name (i)]) <choices>
 - Держит NPC в замершем состоянии до тех пор пока не произойдет указанное событие. Смотрите также 'Wake Radius' и 'Wake Squad'.
- 0: Ничего
 - 1: Ожидать опасности
 - 2: Ожидать PVS
 - 3: Ожидать ввода (input), игнорировать PVS
 - 4: Автоматический PVS
 - 5: Автоматический PVS после PVS
 
 
- Wake Radius ([todo internal name (i)]) <float>
 - Автоматически проснуться, если игрок подошел на указанное расстояние
 
- Wake Squad ([todo internal name (i)]) <boolean>
 - Разбудить всех NPC, находящихся в отряде, если NPC проснулся
 
- Enemy Filter ([todo internal name (i)]) <targetname>
 - Filter entity to test targets against
 
- Ignore unseen enemies ([todo internal name (i)]) <boolean>
 - Предпочитает видимых врагов, независимо от расстояния или приоритета отношений
 
- Physics Impact Damage Scale ([todo internal name (i)]) <float>
 - Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.
 
DamageFilter:
- Damage Filter (damagefilter) <targetname>
 - Имя объекта типа filter_damage_type, который будет определять, какие объекты могут наносить повреждения.
 
ResponseContext:
- Response Contexts ([todo internal name (i)]) <string>
 - Предварительно назначенный контекст системы ответов этой энтити. Формат: 
<key>:<value>,<key>:<value>,... 
Shadow:
- Disable shadows ([todo internal name (i)]) <boolean>
 - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
 - Disable ShadowDepth ([todo internal name (i)])  <boolean> (in all games since 
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
 
- Projected Texture Cache ([todo internal name (i)])  <choices> (in all games since 
) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0 : Default
 - 1 : No cache - render every frame
 - 2 : Cache it - render only once
 
 
- Disable flashlight ([todo internal name (i)])  <boolean> (in all games since 
) - Used to disable projected texture lighting and shadows on this entity.
 
RenderFields:
- Render Mode 
<choices> - Установить нестандартный режим отображения объекта. Смотрите Режимы отображения для более подробной информации.
 
- FX Amount 
<int><0-255> - Интенсивность выбранного режима отображения
 
- FX Color (R G B) 
<color255> - Цвет для выбранного режима отображения
 
- Disable Receiving Shadows 
<bool> - Предотвращает отображение теней на объекте.
 
- Render FX (renderfx) <choices>
 - Несколько 
 GoldSrc режимов отображения, которые могут изменить процесс рендера энтити. 
- 0: None
 - 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
 - 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
 - 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
 - 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
 - 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since 
) Fades out over 4 s) - 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since 
) Fades out over 1 s) - 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since 
) Fades in over 4 s) - 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since 
) Fades in over 1 s) - 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
 - 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
 - 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
 - 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
 - 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
 - 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?)
 - 15: Distort (causes unnatural flickering and position shifting)/(in all games since 
) Fade Out (instant; not very useful outside of code) - 16: Hologram (Distort + "distance fade")/(in all games since 
) Fade In (instant; not very useful outside of code) - 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in 
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since 
) 
 Confirm:which branches/games is it available in, and where does it do what? - 18: Glow Shell (purpose unclear) (in all games since 
) 
 Confirm:what does this do? and which games is it in? - 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)")
 - 20: Environmental Rain ("for environmental rendermode, make rain") (in 
) 
 Confirm:which games? may be nonfunctional. - 21: Environmental Snow ("for environmental rendermode, make snow") (in 
) 
 Confirm:which games? may be nonfunctional. - 22: Spotlight FX ("TEST CODE for experimental spotlight") (in 
) - 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in 
) 
 Confirm:which games? may be nonfunctional? - 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in 
) - 25: 
kRenderFXMax/Fade Near (removed since
) 
- Todo: what does this do? may be nonfunctional
 
Углы:
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
 - Ориентация этого объекта в мире. Тангаж (pitch) - поворот по оси Y, рысканье (yaw) - поворот по Z и крен(roll) - поворот по X.
 
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities