Zh/Info survivor position: Difference between revisions
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{{KV|Order|intn=Order|integer|Index of spot based on order people got on board. (1-4)}} | {{KV|Order|intn=Order|integer|Index of spot based on order people got on board. (1-4)}} | ||
{{KV|Survivor Name|intn=SurvivorName|string|生成指定的幸存者角色 (Zoey, Louis, etc.)}} | {{KV|Survivor Name|intn=SurvivorName|string|生成指定的幸存者角色 (Zoey, Louis, etc.)}} | ||
{{KV|Survivor Intro Sequence|intn=SurvivorIntroSequence|string| | {{KV|Survivor Intro Sequence|intn=SurvivorIntroSequence|string|导演输入StartIntro时,幸存者角色开场动画开始播放}} | ||
{{KV|Game Mode|intn=GameMode|string| | {{KV|Game Mode|intn=GameMode|string|这个幸存者生成的位置只适用于特定的游戏模式 (coop,versus,survival,scavenge)}} | ||
{{KV|Survivor Concept|intn=SurvivorConcept|string|Response rule concept to play when survivor is moved here}} | {{KV|Survivor Concept|intn=SurvivorConcept|string|Response rule concept to play when survivor is moved here}} | ||
{{KV|Hide Weapons|intn=HideWeapons|boolean|Hide Survivor's weapon while locked to this position.}} | {{KV|Hide Weapons|intn=HideWeapons|boolean|Hide Survivor's weapon while locked to this position.}} |
Revision as of 12:06, 3 August 2022
Template:Translate in Progress:zh-cn Template:L4d series point:zh-cn 它定义了特定幸存者可以移动或锁定的点位/解锁点位由 info_director 通过info_director的输入/输出. 这对于创建使用镜头介绍场景是有用的, 因为它可以让你保证每一个幸存者不仅会站在特定的地方,还可以通过你使用 point_viewcontrol_survivor 来让幸存者玩家的视角转到此实体,不考虑每个幸存者的身高差异.这对于为战役的第一张地图创建专业的介绍场景镜头非常重要.

键值
- Order (Order) <整数 >
- Index of spot based on order people got on board. (1-4)
- Survivor Name (SurvivorName) <字符串 >
- 生成指定的幸存者角色 (Zoey, Louis, etc.)
- Survivor Intro Sequence (SurvivorIntroSequence) <字符串 >
- 导演输入StartIntro时,幸存者角色开场动画开始播放
- Game Mode (GameMode) <字符串 >
- 这个幸存者生成的位置只适用于特定的游戏模式 (coop,versus,survival,scavenge)
- Survivor Concept (SurvivorConcept) <字符串 >
- Response rule concept to play when survivor is moved here
- Hide Weapons (HideWeapons) <布尔值 >
- Hide Survivor's weapon while locked to this position.
- Name (目标名称) <target_source>[ Edit ]
- 这个名称是其他实体通过 输入/输出 或其他 关键值 (如
parentname
或target
) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告 中。参见: 所有实体均可使用的 通用键值、输入与输出
角度:
- Pitch Yaw Roll (Y Z X) <angle >
- 这个实体在世界的方向。Pitch是围绕Y轴旋转,Yaw是围绕Z轴的旋转,Roll是围绕X轴的旋转。
Parentname:
Inputs
- SetViewControl <字符串 >
- If a survivor is assigned to this position, set his view to a point_viewcontrol
Parentname:
- SetParent <字符串 >
- 设置父级实体。详见Entity Hierarchy (parenting).
- SetParentAttachmentMaintainOffset <字符串 >
- 同上,但不传送。实体接受到此输出后保留与父级的相对位置。
- ClearParent
- 取消绑定父实体,以至于此实体可以自由行动。
Outputs
实体目标名:
- OnUser1 to OnUser4
- 这些输出将分别响应于
FireUser1
到FireUser4
输入。 详见 User Inputs and Outputs。