List of L4D2 Entities: Difference between revisions

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{{ulf|{{autolang|Left 4 Dead 2 - List of Entities|zh=求生之路 2 - 实体清单}}|en=1|zh=1}}{{back | Left 4 Dead 2 Level Creation}}[[Category:English]]
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{{autolang|zh={{:User:1416006136/Signature|time=Jan 2 2023}}}}
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<h2>{{autolang|[[Base.fgd/Left 4 Dead 2|base.fgd]]|zh={{Hover info|Base.fgd/求生之路 2|link=Base.fgd/Left 4 Dead 2:zh-cn| base.fgd}}}}</h2>
<h2>[[Base.fgd/Left 4 Dead 2|base.fgd]]</h2>
{{autolang|This is a complete list of all Source base entities.|zh=这是所有起源基础实体的完整列表。}}
This is a complete list of all Source base entities.


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<h2>{{autolang|[[Left 4 Dead 2.fgd|left4dead2.fgd]]|zh={{Hover info|求生之路 2 .fgd 文件|link=Left 4 Dead 2.fgd:zh-cn | left4dead2.fgd}}}}</h2>
== [[Left 4 Dead 2.fgd|left4dead2.fgd]] ==
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'''beam'''
'''beam'''
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<h2>{{autolang|Non-FGD|zh=FGD 外的实体}}</h2>
== Non-FGD ==
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'''_'''
'''_'''
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<h2>{{autolang|In FGD but not in-game|zh=存在于 FGD 中但不存在于游戏中}}</h2>
== In FGD but not in-game ==
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'''ai'''
'''ai'''
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<h2>{{autolang|New & Updated|zh=新增及更新的实体}}</h2>
<h2>New & Updated</h2>
<h3>{{autolang|Environment|zh=环境实体}}</h3>
=== Environment ===
<ul><li> [[env_fog_controller]]</li> - {{autolang|Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)|zh=具有新的设置条目/输入,例如 Set2DSkyboxFactorLerpTo(要混合到 2d 天空盒中的雾量以降低)}}
<ul><li> [[env_fog_controller]]</li> - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
<li> [[env_tonemap_controller]]</li> - {{autolang|Can now set TonemapPercentBrightPixels, and other settings.|zh=现在可以设置 TonemapPercentBrightPixels 以及其他参数。}}
<li> [[env_tonemap_controller]]</li> - Can now set TonemapPercentBrightPixels, and other settings.
<li> [[env_airstrike_indoors]]</li> - {{autolang|Adds an airstrike effect for indoors (crumbling ceiling)|zh=为室内(摇摇欲坠的天花板)添加空袭效果}}
<li> [[env_airstrike_indoors]]</li> - Adds an airstrike effect for indoors (crumbling ceiling)
<li> [[env_airstrike_outdoors]]</li> - {{autolang|Adds an airstrike effect for outdoors|zh=为户外添加空袭效果}}
<li> [[env_airstrike_outdoors]]</li> - Adds an airstrike effect for outdoors
<li> [[env_instructor_hint]]</li> - {{autolang|Allows creation and control of instructor messages through map logic|zh=允许通过地图逻辑创建和控制提示消息}}
<li> [[env_instructor_hint]]</li> - Allows creation and control of instructor messages through map logic
<li> [[env_physics_blocker]]</li> - {{autolang|blocks players and physics objects|zh=阻挡玩家和物理对象}}
<li> [[env_physics_blocker]]</li> - blocks players and physics objects
<li> [[env_player_blocker]]</li> - {{autolang|Blocks any PC/NPC from entering of the specified type.|zh=阻挡任何玩家/NPC进入指定类型。}}
<li> [[env_player_blocker]]</li> - Blocks any PC/NPC from entering of the specified type.
<li> [[env_rock_launcher]]</li> - {{autolang|Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.|zh=生成并发射求生之路系列中由 Tank 生成的石头。由《牺牲》DLC 添加。}}
<li> [[env_rock_launcher]]</li> - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.
<li> [[env_weaponfire]]</li> - {{autolang|This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.|zh=该实体用于模仿求生之路中枪支的武器射击。由《牺牲》DLC 添加。}}
<li> [[env_weaponfire]]</li> - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.
</ul>
</ul>
<h3>{{autolang|Filter|zh=过滤器}}</h3>
=== Filter ===
<ul><li> [[filter_health]]</li> - {{autolang|Can filter based on the health of the activator, and wheter they have adrenaline active or not|zh=可以根据触发者的健康状况进行过滤,以及他们是否存在肾上腺素效果}}
<ul><li> [[filter_health]]</li> - Can filter based on the health of the activator, and wheter they have adrenaline active or not
<li> [[filter_melee_damage]]</li> - {{autolang|Can filter based on melee damage, and the type (all, slash or club)|zh=可以根据近战伤害和类型(全部、锐器或钝器)进行过滤}}
<li> [[filter_melee_damage]]</li> - Can filter based on melee damage, and the type (all, slash or club)
</ul>
</ul>
<h3>{{autolang|Function|zh=功能性的}}</h3>
=== Function ===
<ul><li> [[func_elevator]]</li> - {{Autolang|Added input to set max speed dynamically|zh=添加了可以动态设置最大速度的输入}}
<ul><li> [[func_elevator]]</li> - Added input to set max speed dynamically
<li> [[func_movelinear]]</li> - {{Autolang|Added ResetPosition/TeleportToTarget|zh=添加了 ResetPosition/TeleportToTarget}}
<li> [[func_movelinear]]</li> - Added ResetPosition/TeleportToTarget
<li> [[func_nav_blocker]]</li> - {{Autolang|Added toggle to determine if nav flow should be recomputed or not|zh=添加了切换功能以确定是否应重新计算导航流}}
<li> [[func_nav_blocker]]</li> - Added toggle to determine if nav flow should be recomputed or not
<li> [[func_orator]]</li> - {{Autolang|Now allows setting the max legal followup distance for automatic responses|zh=现在允许设置自动响应的最大合法跟进距离}}
<li> [[func_orator]]</li> - Now allows setting the max legal followup distance for automatic responses
<li> [[func_precipitation]]</li> - {{Autolang|Added Rain Storm, Bugs, and Smoke|zh=添加了暴风雨、虫子和烟。}}
<li> [[func_precipitation]]</li> - Added Rain Storm, Bugs, and Smoke
<li> [[func_rotating]]</li> - {{Autolang|Added SnapToStartPosition|zh=添加了 SnapToStartPosition}}
<li> [[func_rotating]]</li> - Added SnapToStartPosition
<li> [[func_buildable_button]]</li> - {{Autolang|A non-functional entity. Added from the EMS update.|zh=没有效果的实体。由 EMS 更新添加。}}
<li> [[func_buildable_button]]</li> - A non-functional entity. Added from the EMS update.
<li> [[func_button_timed]]</li> - {{Autolang|Button that takes time to use. Added from The Sacrifice DLC.|zh=需要花费时间才能使用的按钮。由《牺牲》DLC 添加。}}
<li> [[func_button_timed]]</li> - Button that takes time to use. Added from The Sacrifice DLC.
<li> [[func_block_charge]]</li> - {{Autolang|The Charger will not charge through this brush.|zh=Charger 将无法冲锋穿过该固体。}}
<li> [[func_block_charge]]</li> - The Charger will not charge through this brush.
<li> [[func_extinguisher]]</li> - {{Autolang|Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.|zh=扑灭燃烧瓶、煤气罐等设置的大火。由《牺牲》DLC 添加。}}
<li> [[func_extinguisher]]</li> - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.
<li> [[func_instance]]</li> - {{Autolang|An entity for placing an instance of a map file|zh=一个用于防止地图实例文件的实体}}
<li> [[func_instance]]</li> - An entity for placing an instance of a map file
<li> [[func_instance_parms]]</li> - {{Autolang|Controls parameters used in func_instance within an instance|zh=控制实例中 func_instance 中使用的参数}}
<li> [[func_instance_parms]]</li> - Controls parameters used in func_instance within an instance
<li> [[func_nav_connection_blocker]]</li> - {{Autolang|Blocks nav meshs (on creation) from being connected through it's volume.|zh=阻挡导航网格(创建时)通过它在彼此之间建立连接。}}
<li> [[func_nav_connection_blocker]]</li> - Blocks nav meshs (on creation) from being connected through it's volume.
<li> [[func_playerghostinfected_clip]]</li> - {{Autolang|Blocks ghost infected.|zh=阻挡灵魂感染者。}}
<li> [[func_playerghostinfected_clip]]</li> - Blocks ghost infected.
<li> [[func_ragdoll_fader]]</li> - {{Autolang|Fade out any ragdolls that touch it. Added from The Sacrifice DLC.|zh=淡出任何触碰到它的布娃娃。由《牺牲》DLC 添加。}}
<li> [[func_ragdoll_fader]]</li> - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.
<li> [[func_timescale]]</li> - {{Autolang|Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)|zh=通过地图逻辑调整服务器/客户端的时间刻度(用于《死亡中心》大结局结尾的慢镜头)}}
<li> [[func_timescale]]</li> - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
<li> [[point_script_use_target]]</li> - {{Autolang|Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.|zh=使实体可供玩家“使用”。附加的脚本决定了显示文本和使用时间。由 EMS 更新添加。}}
<li> [[point_script_use_target]]</li> - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.
</ul>
</ul>
<h3>{{autolang|Information|zh=Info 类}}</h3>
=== Information ===
<ul><li> [[info_director]]</li> - {{Autolang|Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.|zh=添加了许多输出以完全自定义清道夫游戏,还包括脚本和日志支持。《牺牲》DLC 引入了用户定义的脚本事件挂钩,可以从脚本(Squirrel)触发。}}
<ul><li> [[info_director]]</li> - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
<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> - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
<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]] and [[info_map_parameters_versus]]</li> - Controls density of spawns
{{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>
=== Logic ===
<ul>{{Autolang|1=
<ul>
<li> [[logic_director_query]]</li> - Controls the anger level of the AI Director
<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.
|zh=
</ul>
<li> [[logic_director_query]]</li> - 控制AI导演的愤怒水平
=== Misc ===
<li> [[logic_game_event]]</li> - 允许触发游戏事件。似乎是成就系统的一部分。
<ul>
<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>
<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> [[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.  
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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.
|zh=
</ul>
<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)
=== Point ===
<li> [[beam_spotlight]]</li> - 添加了NoFog生成标志。
<ul>
<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>
<ul>{{Autolang|1=
<li> [[point_hurt]]</li> - Added additional damage type: "FULLGIB"
<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.
|zh=
</ul>
<li> [[point_hurt]]</li> - 添加了额外的伤害类型:"FULLGIB"
=== Prop ===
<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>
{{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!)
=== Trigger ===
<ul><li> [[prop_car_alarm]]</li> - 添加了启用/禁用的功能
<ul>{
<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>
<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_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!)
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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
|zh=
</ul>
<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。
=== Weapon/Upgrade spawn ===
<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!)
<ul>
<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>
<ul>{{Autolang|1=
<li> [[upgrade_spawn]]</li> - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
<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.
Line 954: Line 890:
<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.
<li> [[weapon_vomitjar_spawn]]</li> - A possible spawnpoint for bile bombs.
|zh=
</ul>
<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。
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}
<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]]
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Entities by game]]
[[Category:Entities by game]]

Revision as of 12:55, 13 July 2024

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base.fgd

This is a complete list of all Source base entities.

left4dead2.fgd

Non-FGD

In FGD but not in-game

New & Updated

Environment

Filter

  • filter_health
  • - Can filter based on the health of the activator, and wheter they have adrenaline active or not
  • filter_melee_damage
  • - Can filter based on melee damage, and the type (all, slash or club)

Function

Information

Logic

  • logic_director_query
  • - Controls the anger level of the AI Director
  • logic_game_event
  • - allows firing of game events. Appears to part of an achievement system.
  • logic_script
  • - Container for scripts
  • logic_versus_random
  • - 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.

Misc

Point

  • point_hurt
  • - Added additional damage type: "FULLGIB"
  • point_spotlight
  • - Added option to set Halo size
  • point_viewcontrol_multiplayer
  • - 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.

Prop

  • All props now have a 'Lag Compensation' toggle. (Use sparingly!)

Trigger

Weapon/Upgrade spawn

Note.pngNote:Read L4D2 Level Design's Weapon and Item Spawning