Zh/List of L4D2 Entities: Difference between revisions
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这是所有起源基础实体的完整列表。 | 这是所有起源基础实体的完整列表。 | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''ambient''' | '''ambient''' | ||
* {{L|ambient_generic}} | |||
* {{L|ambient_music}} | |||
'''color''' | '''color''' | ||
* {{L|Color correction (entity)|color_correction}} | |||
* {{L|color_correction_volume}} | |||
'''env''' | '''env''' | ||
* {{L|env_beam}} | |||
* {{L|env_beverage}} | |||
* {{L|env_blood}} | |||
* {{L|env_bubbles}} | |||
* {{L|env_credits}} | |||
* {{L|env_cubemap}} | |||
* {{L|env_dof_controller}} | |||
* {{L|env_dustpuff}} | |||
* {{L|env_effectscript}} | |||
* {{L|env_embers}} | |||
* {{L|env_entity_igniter}} | |||
* {{L|env_entity_maker}} | |||
* {{L|env_explosion}} | |||
* {{L|env_fade}} | |||
* {{L|env_fire}} | |||
* {{L|env_firesensor}} | |||
* {{L|env_firesource}} | |||
* {{L|env_fog_controller}} | |||
* {{L|env_funnel}} | |||
* {{L|env_hudhint}} | |||
* {{L|env_instructor_hint}} | |||
* {{L|env_laser}} | |||
* {{L|env_lightglow}} | |||
* {{L|env_message}} | |||
* {{L|env_microphone}} | |||
* {{L|env_particle_performance_monitor}} | |||
* {{L|env_particlelight}} | |||
* {{L|env_particlescript}} | |||
* {{L|env_physexplosion}} | |||
* {{L|env_physimpact}} | |||
* {{L|env_player_surface_trigger}} | |||
* {{L|env_projectedtexture}} | |||
* {{L|env_rotorshooter}} | |||
* {{L|env_screeneffect}} | |||
* {{L|env_shake}} | |||
* {{L|env_shooter}} | |||
* {{L|env_smokestack}} | |||
* {{L|env_smoketrail}} | |||
* {{L|env_soundscape}} | |||
* {{L|env_soundscape_proxy}} | |||
* {{L|env_soundscape_triggerable}} | |||
* {{L|env_spark}} | |||
* {{L|env_splash}} | |||
* {{L|env_sprite}} | |||
* {{L|env_sprite_oriented}} | |||
* {{L|env_spritetrail}} | |||
* {{L|env_steam}} | |||
* {{L|env_sun}} | |||
* {{L|env_texturetoggle}} | |||
* {{L|env_tonemap_controller}} | |||
* {{L|env_tonemap_controller_ghost}} | |||
* {{L|env_tonemap_controller_infected}} | |||
* {{L|env_viewpunch}} | |||
* {{L|env_wind}} | |||
* {{L|env_zoom}} | |||
'''filter''' | '''filter''' | ||
* {{L|filter_activator_class}} | |||
* {{L|filter_activator_context}} | |||
* {{L|filter_activator_mass_greater}} | |||
* {{L|filter_activator_model}} | |||
* {{L|filter_activator_name}} | |||
* {{L|filter_damage_type}} | |||
* {{L|filter_enemy}} | |||
* {{L|filter_multi}} | |||
'''func''' | '''func''' | ||
* {{L|func_areaportal}} | |||
* {{L|func_areaportalwindow}} | |||
* {{L|func_breakable}} | |||
* {{L|func_breakable_surf}} | |||
* {{L|func_brush}} | |||
* {{L|func_button}} | |||
* {{L|func_clip_vphysics}} | |||
* {{L|func_conveyor}} | |||
* {{L|func_detail}} | |||
* {{L|func_detail_blocker}} | |||
* {{L|func_door}} | |||
* {{L|func_door_rotating}} | |||
* {{L|func_dustcloud}} | |||
* {{L|func_dustmotes}} | |||
* {{L|func_fish_pool}} | |||
* {{L|func_guntarget}} | |||
* {{L|func_illusionary}} | |||
* {{L|func_instance}} | |||
* {{L|func_instance_parms}} | |||
* {{L|func_ladderendpoint}} | |||
* {{L|func_lod}} | |||
* {{L|func_movelinear}} | |||
* {{L|func_occluder}} | |||
* {{L|func_orator}} | |||
* {{L|func_physbox}} | |||
* {{L|func_platrot}} | |||
* {{L|func_precipitation}} | |||
* {{L|func_precipitation_blocker}} | |||
* {{L|func_reflective_glass}} | |||
* {{L|func_rot_button}} | |||
* {{L|func_rotating}} | |||
* {{L|func_smokevolume}} | |||
* {{L|func_tanktrain}} | |||
* {{L|func_timescale}} | |||
* {{L|func_trackautochange}} | |||
* {{L|func_trackchange}} | |||
* {{L|func_tracktrain}} | |||
* {{L|func_traincontrols}} | |||
* {{L|func_useableladder}} | |||
* {{L|func_viscluster}} | |||
* {{L|func_wall}} | |||
* {{L|func_wall_toggle}} | |||
* {{L|func_water_analog}} | |||
'''game''' | '''game''' | ||
* {{L|game_end}} | |||
* {{L|game_gib_manager}} | |||
* {{L|game_player_equip}} | |||
* {{L|game_player_team}} | |||
* {{L|game_ragdoll_manager}} | |||
* {{L|game_score}} | |||
* {{L|game_text}} | |||
* {{L|game_ui}} | |||
* {{L|game_weapon_manager}} | |||
* {{L|game_zone_player}} | |||
'''gibshooter''' | '''gibshooter''' | ||
* {{L|gibshooter}} | |||
'''hammer''' | '''hammer''' | ||
* {{L|hammer_updateignorelist}} | |||
'''info''' | '''info''' | ||
* {{L|info_constraint_anchor}} | |||
* {{L|info_intermission}} | |||
* {{L|info_ladder_dismount}} | |||
* {{L|info_landmark}} | |||
* {{L|info_lighting}} | |||
* {{L|info_mass_center}} | |||
* {{L|info_no_dynamic_shadow}} | |||
* {{L|info_null}} | |||
* {{L|info_overlay}} | |||
* {{L|info_overlay_transition}} | |||
* {{L|info_particle_system}} | |||
* {{L|info_particle_target}} | |||
* {{L|info_player_start}} | |||
* {{L|info_projecteddecal}} | |||
* {{L|info_target}} | |||
* {{L|info_target_instructor_hint}} | |||
* {{L|info_teleport_destination}} | |||
'''infodecal''' | '''infodecal''' | ||
* {{L|infodecal}} | |||
'''keyframe''' | '''keyframe''' | ||
* {{L|keyframe_rope}} | |||
* {{L|keyframe_track}} | |||
'''light''' | '''light''' | ||
* {{L|light}} | |||
* {{L|light_directional}} | |||
* {{L|light_dynamic}} | |||
* {{L|light_environment}} | |||
* {{L|light_spot}} | |||
'''logic''' | '''logic''' | ||
* {{L|logic_active_autosave}} | |||
* {{L|logic_auto}} | |||
* {{L|logic_autosave}} | |||
* {{L|logic_branch}} | |||
* {{L|logic_branch_listener}} | |||
* {{L|logic_case}} | |||
* {{L|logic_collision_pair}} | |||
* {{L|logic_compare}} | |||
* {{L|logic_lineto}} | |||
* {{L|logic_measure_movement}} | |||
* {{L|logic_multicompare}} | |||
* {{L|logic_navigation}} | |||
* {{L|logic_relay}} | |||
* {{L|logic_script}} | |||
* {{L|logic_timer}} | |||
'''material''' | '''material''' | ||
* {{L|material_modify_control}} | |||
'''math''' | '''math''' | ||
* {{L|math_colorblend}} | |||
* {{L|math_counter}} | |||
* {{L|math_remap}} | |||
'''momentary''' | '''momentary''' | ||
* {{L|momentary_rot_button}} | |||
'''move''' | '''move''' | ||
* {{L|move_keyframed}} | |||
* {{L|move_rope}} | |||
'''path''' | '''path''' | ||
* {{L|path_track}} | |||
'''phys''' | '''phys''' | ||
* {{L|phys_ballsocket}} | |||
* {{L|phys_constraint}} | |||
* {{L|phys_constraintsystem}} | |||
* {{L|phys_convert}} | |||
* {{L|phys_hinge}} | |||
* {{L|phys_keepupright}} | |||
* {{L|phys_lengthconstraint}} | |||
* {{L|phys_magnet}} | |||
* {{L|phys_motor}} | |||
* {{L|phys_pulleyconstraint}} | |||
* {{L|phys_ragdollconstraint}} | |||
* {{L|phys_ragdollmagnet}} | |||
* {{L|phys_slideconstraint}} | |||
* {{L|phys_spring}} | |||
* {{L|phys_thruster}} | |||
* {{L|phys_torque}} | |||
'''physics''' | '''physics''' | ||
* {{L|physics_cannister}} | |||
'''point''' | '''point''' | ||
* {{L|point_anglesensor}} | |||
* {{L|point_bonusmaps_accessor}} | |||
* {{L|point_broadcastclientcommand}} | |||
* {{L|point_clientcommand}} | |||
* {{L|point_devshot_camera}} | |||
* {{L|point_enable_motion_fixup}} | |||
* {{L|point_entity_finder}} | |||
* {{L|point_gamestats_counter}} | |||
* {{L|point_hurt}} | |||
* {{L|point_message}} | |||
* {{L|point_playermoveconstraint}} | |||
* {{L|point_posecontroller}} | |||
* {{L|point_proximity_sensor}} | |||
* {{L|point_servercommand}} | |||
* {{L|point_spotlight}} | |||
* {{L|point_teleport}} | |||
* {{L|point_template}} | |||
* {{L|point_viewcontrol}} | |||
'''postprocess''' | '''postprocess''' | ||
* {{L|postprocess_controller}} | |||
'''prop''' | '''prop''' | ||
* {{L|prop_detail}} | |||
* {{L|prop_door_rotating}} | |||
* {{L|prop_dynamic}} | |||
* {{L|prop_dynamic_ornament}} | |||
* {{L|prop_dynamic_override}} | |||
* {{L|prop_physics}} | |||
* {{L|prop_physics_multiplayer}} | |||
* {{L|prop_physics_override}} | |||
* {{L|prop_ragdoll}} | |||
* {{L|prop_static}} | |||
* {{L|prop_wall_breakable}} | |||
'''script''' | '''script''' | ||
* {{L|script_intro}} | |||
'''shadow''' | '''shadow''' | ||
* {{L|shadow_control}} | |||
'''sky''' | '''sky''' | ||
* {{L|sky_camera}} | |||
'''sound''' | '''sound''' | ||
* {{L|sound_mix_layer}} | |||
'''tanktrain''' | '''tanktrain''' | ||
* {{L|tanktrain_ai}} | |||
* {{L|tanktrain_aitarget}} | |||
'''test''' | '''test''' | ||
* {{L|test_traceline}} | |||
'''trigger''' | '''trigger''' | ||
* {{L|trigger_autosave}} | |||
* {{L|trigger_changelevel}} | |||
* {{L|trigger_gravity}} | |||
* {{L|trigger_hurt}} | |||
* {{L|trigger_impact}} | |||
* {{L|trigger_look}} | |||
* {{L|trigger_multiple}} | |||
* {{L|trigger_once}} | |||
* {{L|trigger_playermovement}} | |||
* {{L|trigger_proximity}} | |||
* {{L|trigger_push}} | |||
* {{L|trigger_remove}} | |||
* {{L|trigger_serverragdoll}} | |||
* {{L|trigger_soundscape}} | |||
* {{L|trigger_teleport}} | |||
* {{L|trigger_tonemap}} | |||
* {{L|trigger_transition}} | |||
* {{L|trigger_wind}} | |||
'''vgui''' | '''vgui''' | ||
* {{L|vgui_screen}} | |||
* {{L|vgui_slideshow_display}} | |||
'''water''' | '''water''' | ||
* {{L|water_lod_control}} | |||
'''worldspawn''' | '''worldspawn''' | ||
* {{L|worldspawn}} | |||
}} | |||
== {{Hover info|求生之路 2 .fgd 文件|link=Left 4 Dead 2.fgd:zh-cn | left4dead2.fgd}} == | == {{Hover info|求生之路 2 .fgd 文件|link=Left 4 Dead 2.fgd:zh-cn | left4dead2.fgd}} == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''beam''' | '''beam''' | ||
* {{L|beam_spotlight}} | |||
'''commentary''' | '''commentary''' | ||
* {{L|commentary_dummy}} | |||
* {{L|commentary_zombie_spawner}} | |||
'''env''' | '''env''' | ||
* {{L|env_airstrike_indoors}} | |||
* {{L|env_airstrike_outdoors}} | |||
* {{L|env_detail_controller}} | |||
* {{L|env_outtro_stats}} | |||
* {{L|env_physics_blocker}} | |||
* {{L|env_player_blocker}} | |||
* {{L|env_rock_launcher}} | |||
* {{L|env_weaponfire}} | |||
'''filter''' | '''filter''' | ||
* {{L|filter_activator_infected_class}} | |||
* {{L|filter_activator_team}} | |||
* {{L|filter_health}} | |||
* {{L|filter_melee_damage}} | |||
'''fog''' | '''fog''' | ||
* {{L|fog_volume}} | |||
'''func''' | '''func''' | ||
* {{L|func_block_charge}} | |||
* {{L|func_button_timed}} | |||
* {{L|func_elevator}} | |||
* {{L|func_extinguisher}} | |||
* {{L|func_ladder}} | |||
* {{L|func_nav_attribute_region}} | |||
* {{L|func_nav_avoidance_obstacle}} | |||
* {{L|func_nav_blocker}} | |||
* {{L|func_nav_connection_blocker}} | |||
* {{L|func_playerghostinfected_clip}} | |||
* {{L|func_playerinfected_clip}} | |||
* {{L|func_ragdoll_fader}} | |||
'''game''' | '''game''' | ||
* {{L|game_scavenge_progress_display}} | |||
'''info''' | '''info''' | ||
* {{L|info_ambient_mob_end}} | |||
* {{L|info_ambient_mob_start}} | |||
* {{L|info_changelevel}} | |||
* {{L|info_director}} | |||
* {{L|info_elevator_floor}} | |||
* {{L|info_game_event_proxy}} | |||
* {{L|info_gamemode}} | |||
* {{L|info_goal_infected_chase}} | |||
* {{L|info_item_position}} | |||
* {{L|info_l4d1_survivor_spawn}} | |||
* {{L|info_map_parameters/Left 4 Dead series|info_map_parameters}} | |||
* {{L|info_map_parameters_versus}} | |||
* {{L|info_remarkable}} | |||
* {{L|info_survivor_position}} | |||
* {{L|info_survivor_rescue}} | |||
* {{L|info_zombie_border}} | |||
* {{L|info_zombie_spawn}} | |||
'''logic''' | '''logic''' | ||
* {{L|logic_choreographed_scene}} | |||
* {{L|logic_director_query}} | |||
* {{L|logic_game_event}} | |||
* {{L|logic_scene_list_manager}} | |||
* {{L|logic_versus_random}} | |||
'''player''' | '''player''' | ||
* {{L|player_weaponstrip}} | |||
'''point''' | '''point''' | ||
* {{L|point_deathfall_camera}} | |||
* {{L|point_nav_attribute_region}} | |||
* {{L|point_prop_use_target}} | |||
* {{L|point_script_use_target}} | |||
* {{L|point_viewcontrol_multiplayer}} | |||
* {{L|point_viewcontrol_survivor}} | |||
'''prop''' | '''prop''' | ||
* {{L|prop_car_alarm}} | |||
* {{L|prop_car_glass}} | |||
* {{L|prop_door_rotating_checkpoint}} | |||
* {{L|prop_fuel_barrel}} | |||
* {{L|prop_health_cabinet}} | |||
* {{L|Prop_minigun}} | |||
* {{L|prop_minigun_l4d1}} | |||
* {{L|prop_mounted_machine_gun}} | |||
'''scripted''' | '''scripted''' | ||
* {{L|scripted_item_drop}} | |||
'''trigger''' | '''trigger''' | ||
* {{L|trigger_active_weapon_detect}} | |||
* {{L|trigger_auto_crouch}} | |||
* {{L|trigger_escape}} | |||
* {{L|trigger_finale}} | |||
* {{L|trigger_hurt_ghost}} | |||
* {{L|trigger_upgrade_laser_sight}} | |||
'''upgrade''' | '''upgrade''' | ||
* {{L|upgrade_spawn}} | |||
'''weapon''' | '''weapon''' | ||
* {{L|weapon_adrenaline_spawn}} | |||
* {{L|weapon_ammo_spawn}} | |||
* {{L|weapon_autoshotgun_spawn}} | |||
* {{L|weapon_chainsaw_spawn}} | |||
* {{L|weapon_defibrillator_spawn}} | |||
* {{L|weapon_first_aid_kit}} | |||
* {{L|weapon_first_aid_kit_spawn}} | |||
* {{L|weapon_gascan_spawn}} | |||
* {{L|weapon_grenade_launcher}} | |||
* {{L|weapon_grenade_launcher_spawn}} | |||
* {{L|weapon_hunting_rifle_spawn}} | |||
* {{L|weapon_item_spawn}} | |||
* {{L|weapon_melee_spawn}} | |||
* {{L|weapon_molotov_spawn}} | |||
* {{L|weapon_pain_pills_spawn}} | |||
* {{L|weapon_pipe_bomb_spawn}} | |||
* {{L|weapon_pistol_magnum_spawn}} | |||
* {{L|weapon_pistol_spawn}} | |||
* {{L|weapon_pumpshotgun_spawn}} | |||
* {{L|weapon_rifle_ak47_spawn}} | |||
* {{L|weapon_rifle_desert_spawn}} | |||
* {{L|weapon_rifle_m60_spawn}} | |||
* {{L|weapon_rifle_sg552_spawn}} | |||
* {{L|weapon_rifle_spawn}} | |||
* {{L|weapon_scavenge_item_spawn}} | |||
* {{L|weapon_shotgun_chrome_spawn}} | |||
* {{L|weapon_shotgun_spas_spawn}} | |||
* {{L|weapon_smg_mp5_spawn}} | |||
* {{L|weapon_smg_silenced_spawn}} | |||
* {{L|weapon_smg_spawn}} | |||
* {{L|weapon_sniper_awp_spawn}} | |||
* {{L|weapon_sniper_military_spawn}} | |||
* {{L|weapon_sniper_scout_spawn}} | |||
* {{L|weapon_spawn}} | |||
* {{L|weapon_upgradepack_explosive_spawn}} | |||
* {{L|weapon_upgradepack_incendiary_spawn}} | |||
* {{L|weapon_vomitjar_spawn}} | |||
}} | |||
== FGD 外的实体 == | == FGD 外的实体 == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''_''' | '''_''' | ||
* {{L|_firesmoke}} | |||
* {{L|_plasma}} | |||
'''ability''' | '''ability''' | ||
* {{L|ability_charge}} | |||
* {{L|ability_leap}} | |||
* {{L|ability_lunge}} | |||
* {{L|ability_selfdestruct}} | |||
* {{L|ability_spit}} | |||
* {{L|ability_throw}} | |||
* {{L|ability_tongue}} | |||
* {{L|ability_vomit}} | |||
'''ai''' | '''ai''' | ||
* {{L|ai_changehintgroup}} | |||
* {{L|ai_changetarget}} | |||
* {{L|ai_sound}} | |||
'''beam''' | '''beam''' | ||
* {{L|beam}} | |||
'''boomer''' | '''boomer''' | ||
* {{L|boomer}} | |||
'''charger''' | '''charger''' | ||
* {{L|charger}} | |||
'''client_path''' | '''client_path''' | ||
* {{L|client_path}} | |||
'''commentary''' | '''commentary''' | ||
* {{L|commentary_auto}} | |||
'''cs''' | '''cs''' | ||
* {{L|cs_gamerules}} | |||
* {{L|cs_ragdoll}} | |||
* {{L|cs_team_manager}} | |||
'''cycler''' | '''cycler''' | ||
* {{L|cycler_flex}} | |||
'''dynamic''' | '''dynamic''' | ||
* {{L|dynamic_prop}} | |||
'''entity''' | '''entity''' | ||
* {{L|entity_blocker}} | |||
'''entityflame''' | '''entityflame''' | ||
* {{L|entityflame}} | |||
'''env''' | '''env''' | ||
* {{L|env_debughistory}} | |||
* {{L|env_dusttrail}} | |||
* {{L|env_entity_dissolver}} | |||
* {{L|env_fire_trail}} | |||
* {{L|env_global}} | |||
* {{L|env_glow}} | |||
* {{L|env_gunfire}} | |||
* {{L|env_movieexplosion}} | |||
* {{L|env_muzzleflash}} | |||
* {{L|env_particle_trail}} | |||
* {{L|env_particlefire}} | |||
* {{L|env_particlesmokegrenade}} | |||
* {{L|env_physwire}} | |||
* {{L|env_quadraticbeam}} | |||
* {{L|env_ragdoll_boogie}} | |||
* {{L|env_rockettrail}} | |||
* {{L|env_screenoverlay}} | |||
* {{L|env_sporeexplosion}} | |||
* {{L|env_sporetrail}} | |||
* {{L|env_steamjet}} | |||
* {{L|env_tilt}} | |||
* {{L|env_tracer}} | |||
'''escape''' | '''escape''' | ||
* {{L|escape_route}} | |||
'''event''' | '''event''' | ||
* {{L|event_queue_saveload_proxy}} | |||
'''filter''' | '''filter''' | ||
* {{L|filter_base}} | |||
'''finale''' | '''finale''' | ||
* {{L|finale_trigger}} | |||
'''fire''' | '''fire''' | ||
* {{L|fire_cracker_blast}} | |||
'''fish''' | '''fish''' | ||
* {{L|fish}} | |||
'''func''' | '''func''' | ||
* {{L|func_physbox_multiplayer}} | |||
* {{L|func_plat}} | |||
* {{L|func_proprrespawnzone}} | |||
* {{L|func_pushable}} | |||
* {{L|func_simpleladder}} | |||
* {{L|func_train}} | |||
* {{L|func_vehicleclip}} | |||
* {{L|func_water}} | |||
* {{L|func_weight_button}} | |||
'''funCBaseFlex''' | '''funCBaseFlex''' | ||
* {{L|funCBaseFlex}} | |||
'''gib''' | '''gib''' | ||
* {{L|gib}} | |||
'''grenade''' | '''grenade''' | ||
* {{L|grenade}} | |||
* {{L|grenade_launcher_projectile}} | |||
'''handle''' | '''handle''' | ||
* {{L|handle_dummy}} | |||
* {{L|handle_test}} | |||
'''holiday''' | '''holiday''' | ||
* {{L|holiday_gift}} | |||
'''hunter''' | '''hunter''' | ||
* {{L|hunter}} | |||
'''infected''' | '''infected''' | ||
* {{L|infected}} | |||
'''inferno''' | '''inferno''' | ||
* {{L|inferno}} | |||
'''info''' | '''info''' | ||
* {{L|info_hang_lighting}} | |||
* {{L|info_infected_zoo_maker}} | |||
* {{L|info_infected_zoo_puppet}} | |||
* {{L|info_ladder}} | |||
* {{L|info_overlay_accessor}} | |||
* {{L|info_player_deathmatch}} | |||
* {{L|info_player_teamspawn}} | |||
* {{L|info_player_logo}} | |||
* {{L|info_transitioning_player}} | |||
* {{L|info_vehicle_groundspawn}} | |||
* {{L|info_view_parameters}} | |||
'''insect''' | '''insect''' | ||
* {{L|insect_swarm}} | |||
'''instanced''' | '''instanced''' | ||
* {{L|instanced_scripted_scene}} | |||
'''item''' | '''item''' | ||
* {{L|item_sodacan}} | |||
'''jockey''' | '''jockey''' | ||
* {{L|jockey}} | |||
'''light''' | '''light''' | ||
* {{L|light_glspot}} | |||
'''logic''' | '''logic''' | ||
* {{L|logic_proximity}} | |||
'''molotov''' | '''molotov''' | ||
* {{L|molotov_projectile}} | |||
'''momentary''' | '''momentary''' | ||
* {{L|momentary_door}} | |||
'''multisource''' | '''multisource''' | ||
* {{L|multisource}} | |||
'''path''' | '''path''' | ||
* {{L|path_corner}} | |||
* {{L|path_corner_crash}} | |||
'''phys''' | '''phys''' | ||
* {{L|phys_bone_follower}} | |||
'''physics''' | '''physics''' | ||
* {{L|physics_entity_solver}} | |||
* {{L|physics_npc_solver}} | |||
* {{L|physics_prop}} | |||
* {{L|physics_prop_ragdoll}} | |||
'''pipe''' | '''pipe''' | ||
* {{L|pipe_bomb_projectile}} | |||
'''player''' | '''player''' | ||
* {{L|player}} | |||
* {{L|player_loadsaved}} | |||
* {{L|player_manager}} | |||
* {{L|player_pickup}} | |||
* {{L|player_speedmod}} | |||
'''point''' | '''point''' | ||
* {{L|point_commentary_node}} | |||
* {{L|point_commentary_viewpoint}} | |||
* {{L|point_push}} | |||
* {{L|point_script_template}} | |||
* {{L|point_surroundtest}} | |||
'''predicted''' | '''predicted''' | ||
* {{L|predicted_viewmodel}} | |||
'''prop''' | '''prop''' | ||
* {{L|prop_fuel_barrel_piece}} | |||
* {{L|prop_physics2}} | |||
* {{L|prop_ragdoll_attached}} | |||
* {{L|prop_physics_respawnable}} | |||
* {{L|prop_sphere}} | |||
* {{L|prop_vehicle}} | |||
* {{L|prop_vehicle_driveable}} | |||
'''raggib''' | '''raggib''' | ||
* {{L|raggib}} | |||
'''scene''' | '''scene''' | ||
* {{L|scene_manager}} | |||
'''script''' | '''script''' | ||
* {{L|script_clip_vphysics}} | |||
* {{L|script_func_button}} | |||
* {{L|script_nav_attribute_region}} | |||
* {{L|script_nav_blocker}} | |||
* {{L|script_trigger_hurt}} | |||
* {{L|script_trigger_multiple}} | |||
* {{L|script_trigger_once}} | |||
* {{L|script_trigger_push}} | |||
'''scripted''' | '''scripted''' | ||
* {{L|scripted_scene}} | |||
'''simple''' | '''simple''' | ||
* {{L|simple_physics_brush}} | |||
* {{L|simple_physics_prop}} | |||
'''smoker''' | '''smoker''' | ||
* {{L|smoker}} | |||
'''spark''' | '''spark''' | ||
* {{L|spark_shower}} | |||
'''spitter''' | '''spitter''' | ||
* {{L|spitter}} | |||
* {{L|spitter_projectile}} | |||
'''spotlight''' | '''spotlight''' | ||
* {{L|spotlight_end}} | |||
'''spraycan''' | '''spraycan''' | ||
* {{L|spraycan}} | |||
'''soundent''' | '''soundent''' | ||
* {{L|soundent}} | |||
'''survivor''' | '''survivor''' | ||
* {{L|survivor_bot}} | |||
* {{L|survivor_death_model}} | |||
'''tank''' | '''tank''' | ||
* {{L|tank}} | |||
* {{L|tank_rock}} | |||
'''target''' | '''target''' | ||
* {{L|target_cdaudio}} | |||
* {{L|target_changegravity}} | |||
'''te''' | '''te''' | ||
* {{L|te_tester}} | |||
'''team''' | '''team''' | ||
* {{L|team_manager}} | |||
'''terror''' | '''terror''' | ||
* {{L|terror_gamerules}} | |||
* {{L|terror_player_manager}} | |||
'''test''' | '''test''' | ||
* {{L|test_effect}} | |||
* {{L|test_proxytoggle}} | |||
'''trigger''' | '''trigger''' | ||
* {{L|trigger}} | |||
* {{L|trigger_brush}} | |||
* {{L|trigger_callback}} | |||
* {{L|trigger_cdaudio}} | |||
* {{L|trigger_fog}} | |||
* {{L|trigger_togglesave}} | |||
* {{L|trigger_vphysics_motion}} | |||
'''upgrade''' | '''upgrade''' | ||
* {{L|upgrade_ammo_explosive}} | |||
* {{L|upgrade_ammo_incendiary}} | |||
* {{L|upgrade_laser_sight}} | |||
'''vgui''' | '''vgui''' | ||
* {{L|vgui_screen_team}} | |||
'''viewmodel''' | '''viewmodel''' | ||
* {{L|viewmodel}} | |||
'''vomit''' | '''vomit''' | ||
* {{L|vomit_particle}} | |||
'''vomitjar''' | '''vomitjar''' | ||
* {{L|vomitjar_projectile}} | |||
'''vote''' | '''vote''' | ||
* {{L|vote_controller}} | |||
'''waterbullet''' | '''waterbullet''' | ||
* {{L|waterbullet}} | |||
'''weapon''' | '''weapon''' | ||
* {{L|weapon_adrenaline}} | |||
* {{L|weapon_ammo}} | |||
* {{L|weapon_autoshotgun}} | |||
* {{L|weapon_basecsgrenade}} | |||
* {{L|weapon_boomer_claw}} | |||
* {{L|weapon_chainsaw}} | |||
* {{L|weapon_charger_claw}} | |||
* {{L|weapon_cola_bottles}} | |||
* {{L|weapon_cs_base}} | |||
* {{L|weapon_csbase_gun}} | |||
* {{L|weapon_defibrillator}} | |||
* {{L|weapon_fireworkcrate}} | |||
* {{L|weapon_gascan}} | |||
* {{L|weapon_gnome}} | |||
* {{L|weapon_hegrenade_spawn}} | |||
* {{L|weapon_hunter_claw}} | |||
* {{L|weapon_hunting_rifle}} | |||
* {{L|weapon_jockey_claw}} | |||
* {{L|weapon_melee}} | |||
* {{L|weapon_molotov}} | |||
* {{L|weapon_oxygentank}} | |||
* {{L|weapon_pain_pills}} | |||
* {{L|weapon_pipe_bomb}} | |||
* {{L|weapon_pistol_magnum}} | |||
* {{L|weapon_pistol}} | |||
* {{L|weapon_propanetank}} | |||
* {{L|weapon_pumpshotgun}} | |||
* {{L|weapon_rifle_ak47}} | |||
* {{L|weapon_rifle_desert}} | |||
* {{L|weapon_rifle_m60}} | |||
* {{L|weapon_rifle_sg552}} | |||
* {{L|weapon_rifle}} | |||
* {{L|weapon_shotgun_chrome}} | |||
* {{L|weapon_shotgun_spas}} | |||
* {{L|weapon_smg_mp5}} | |||
* {{L|weapon_smg_silenced}} | |||
* {{L|weapon_smg}} | |||
* {{L|weapon_smoker_claw}} | |||
* {{L|weapon_sniper_awp}} | |||
* {{L|weapon_sniper_military}} | |||
* {{L|weapon_sniper_scout}} | |||
* {{L|weapon_spitter_claw}} | |||
* {{L|weapon_tank_claw}} | |||
* {{L|weapon_upgradepack_explosive}} | |||
* {{L|weapon_upgradepack_incendiary}} | |||
* {{L|weapon_vomitjar}} | |||
'''window''' | '''window''' | ||
* {{L|window_pane}} | |||
'''witch''' | '''witch''' | ||
* {{L|witch}} | |||
'''world''' | '''world''' | ||
* {{L|world_items}} | |||
}} | |||
== 存在于 FGD 中但不存在于游戏中 == | == 存在于 FGD 中但不存在于游戏中 == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''ai''' | '''ai''' | ||
* {{L|ai_speechfilter}} | |||
'''cycler''' | '''cycler''' | ||
* {{L|cycler}} | |||
'''env''' | '''env''' | ||
* {{L|env_rotorwash_emitter}} | |||
'''func''' | '''func''' | ||
* {{L|func_buildable_button}} | |||
'''generic''' | '''generic''' | ||
* {{L|generic_actor}} | |||
'''info''' | '''info''' | ||
* {{L|info_ambient_mob}} | |||
* {{L|info_camera_link}} | |||
* {{L|info_hint}} | |||
* {{L|info_node}} | |||
* {{L|info_node_air}} | |||
* {{L|info_node_air_hint}} | |||
* {{L|info_node_climb}} | |||
* {{L|info_node_hint}} | |||
* {{L|info_node_link}} | |||
* {{L|info_node_link_controller}} | |||
* {{L|info_npc_spawn_destination}} | |||
* {{L|info_radial_link_controller}} | |||
'''logic''' | '''logic''' | ||
* {{L|logic_playerproxy}} | |||
'''move''' | '''move''' | ||
* {{L|move_track}} | |||
'''npc''' | '''npc''' | ||
* {{L|npc_furniture}} | |||
* {{L|npc_puppet}} | |||
* {{L|npc_template_maker}} | |||
'''point''' | '''point''' | ||
* {{L|point_angularvelocitysensor}} | |||
* {{L|point_tesla}} | |||
* {{L|point_velocitysensor}} | |||
'''trigger''' | '''trigger''' | ||
* {{L|trigger_standoff}} | |||
}} | |||
<h2>新增及更新的实体</h2> | <h2>新增及更新的实体</h2> | ||
=== 环境实体 === | === 环境实体 === | ||
* {{L|env_fog_controller}} | |||
: - 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) | |||
* {{L|env_tonemap_controller}} | |||
: - 现在可以设置 TonemapPercentBrightPixels 以及其他参数。 | |||
* {{L|env_airstrike_indoors}} | |||
: - 为室内(摇摇欲坠的天花板)添加空袭效果 | |||
* {{L|env_airstrike_outdoors}} | |||
: - 为户外添加空袭效果 | |||
* {{L|env_instructor_hint}} | |||
: - 允许通过地图逻辑创建和控制提示消息 | |||
* {{L|env_physics_blocker}} | |||
: - 阻挡玩家和物理对象 | |||
* {{L|env_player_blocker}} | |||
: - 阻挡任何玩家/NPC进入指定类型。 | |||
* {{L|env_rock_launcher}} | |||
: - 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。 | |||
* {{L|env_weaponfire}} | |||
: - 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。 | |||
=== 过滤器 === | === 过滤器 === | ||
* {{L|filter_health}} | |||
: - 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 | |||
* {{L|filter_melee_damage}} | |||
: - 可以根据近战伤害和类型(全部、锐器或钝器)进行过滤 | |||
=== 功能性的 === | === 功能性的 === | ||
* {{L|func_elevator}} | |||
: - 添加了可以动态设置最大速度的输入 | |||
* {{L|func_movelinear}} | |||
: - 添加了 ResetPosition/TeleportToTarget | |||
* {{L|func_nav_blocker}} | |||
: - 添加了切换功能以确定是否应重新计算导航流 | |||
* {{L|func_orator}} | |||
: - 现在允许设置自动响应的最大合法跟进距离 | |||
* {{L|func_precipitation}} | |||
: - 添加了暴风雨、虫子和烟。 | |||
* {{L|func_rotating}} | |||
: - 添加了 SnapToStartPosition | |||
* {{L|func_buildable_button}} | |||
: - 没有效果的实体。由 EMS 更新添加。 | |||
* {{L|func_button_timed}} | |||
: - 需要花费时间才能使用的按钮。由《牺牲》DLC 添加。 | |||
* {{L|func_block_charge}} | |||
: - Charger 将无法冲锋穿过该固体。 | |||
* {{L|func_extinguisher}} | |||
: - 扑灭燃烧瓶、煤气罐等设置的大火。由《牺牲》DLC 添加。 | |||
* {{L|func_instance}} | |||
: - 一个用于防止地图实例文件的实体 | |||
* {{L|func_instance_parms}} | |||
: - 控制实例中 func_instance 中使用的参数 | |||
* {{L|func_nav_connection_blocker}} | |||
: - 阻挡导航网格(创建时)通过它在彼此之间建立连接。 | |||
* {{L|func_playerghostinfected_clip}} | |||
: - 阻挡灵魂感染者。 | |||
* {{L|func_ragdoll_fader}} | |||
: - 淡出任何触碰到它的布娃娃。由《牺牲》DLC 添加。 | |||
* {{L|func_timescale}} | |||
: - 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) | |||
* {{L|point_script_use_target}} | |||
: - 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。 | |||
=== Info 类 === | === Info 类 === | ||
* {{L|info_director}} | |||
: - 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。 | |||
* {{L|info_gamemode}} | |||
: - 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) | |||
* {{L|info_map_parameters/Left 4 Dead series|info_map_parameters}} 和 {{L|info_map_parameters_versus}} | |||
: - 控制生成密度。 | |||
<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。 | <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。 | ||
* {{L|info_particle_system}} | |||
: - 增加设置以强制粒子始终呈现在所有物体之前 | |||
* {{L|info_survivor_position}} | |||
: - 现在可以与特定游戏模式绑定,并提供特定的开场介绍 | |||
* {{L|info_ambient_mob_start}} | |||
: - 环境生物的潜在起始区域 | |||
* {{L|info_ambient_mob_end}} | |||
: - 环境生物的潜在结束区域 | |||
* {{L|info_ambient_mob}} | |||
: - 通用环境生物起始/结束(慎用) | |||
* {{L|info_l4d1_survivor_spawn}} | |||
: - 作为《短暂时刻》战役中所见的L4D1原始幸存者之一的生成点。 | |||
* {{L|info_particle_target}} | |||
: - 允许在地图中标记粒子系统的控制点以进行参考 | |||
* {{L|info_zombie_border}} | |||
: - 僵尸不会在此实体后面生成。 | |||
* {{L|info_item_position}} | |||
: - 用于放置实体组的生成点。从EMS更新中添加。 | |||
* {{L|info_target_instructor_hint}} | |||
: - 供实用程序 VScript 使用的{{L|env_instructor_hint}}目标。从EMS更新中添加。 | |||
=== 逻辑实体 === | === 逻辑实体 === | ||
* {{L|logic_director_query}} | |||
: - 控制AI导演的愤怒水平 | |||
* {{L|logic_game_event}} | |||
: - 允许触发游戏事件。似乎是成就系统的一部分。 | |||
* {{L|logic_script}} | |||
: - 脚本容器 | |||
* {{L|logic_versus_random}} | |||
: - 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。 | |||
=== 其他实体 === | === 其他实体 === | ||
* {{L|Worldspawn}} | |||
: - 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) | |||
* {{L|beam_spotlight}} | |||
: - 添加了NoFog生成标志。 | |||
* {{L|sky_camera}} | |||
: - 添加了额外的选项来定制平面剪裁偏移等。 | |||
* {{L|filter_activator_infected_class}} | |||
: - 添加了新的特殊感染者。 | |||
* {{L|logic_auto}} | |||
: - 添加了“OnDemoMapSpawn”输出。 | |||
* {{L|postprocess_controller}} | |||
: - 现在可以动态改变电影颗粒和晕影的强度。 | |||
* {{L|ambient_music}} | |||
: - 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。 | |||
* {{L|game_scavenge_progress_display}} | |||
: - 允许打开/关闭拾荒得分显示,并设置所需的总物品数。 | |||
* {{L|player_weaponstrip}} | |||
: - 移除特定武器或当前武器。 | |||
* {{L|point_nav_attribute_region}} | |||
: - 在生成期间应用于导航区域的区域属性的容器。 | |||
* {{L|point_script_template}} | |||
: - 用于从VScripts生成可选动态模板的{{L|point_template}}。从EMS更新中添加。 | |||
* {{L|prop_mounted_machine_gun}} | |||
: - 一个.50口径的机枪。 {{Note|L4D2以前不支持{{L|Prop_minigun}},但创作工具已更新以支持L4D1实体。}} | |||
* {{L|script_nav_blocker}} | |||
: - 基于点的{{L|func_nav_blocker}}用于从VScripts生成。从TLS更新中添加。 | |||
* {{L|sound_mix_layer}} | |||
: - 允许设置特定声音混音层的级别。 | |||
* {{L|trigger_active_weapon_detect}} | |||
: - 当被持有特定武器的玩家触摸时触发输出。 | |||
=== Point 类 === | === Point 类 === | ||
* {{L|point_hurt}} | |||
: - 添加了额外的伤害类型:"FULLGIB" | |||
* {{L|point_spotlight}} | |||
: - 添加了设置光晕大小的选项 | |||
* {{L|point_viewcontrol_multiplayer}} | |||
: - 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。}} | |||
=== Prop 类 === | === Prop 类 === | ||
所有道具现在都有一个“延迟补偿”切换选项。(请谨慎使用!) | 所有道具现在都有一个“延迟补偿”切换选项。(请谨慎使用!) | ||
* {{L|prop_car_alarm}} | |||
: - 添加了启用/禁用的功能 | |||
* {{L|prop_door_rotating}} | |||
: - 添加了“发光”选项 | |||
* {{L|prop_physics}} | |||
: - 添加了 OnHitByTank 输出,用于在道具被 Tank 击打时创建自定义事件。 | |||
* {{L|prop_fuel_barrel}} | |||
: - 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。 | |||
* {{L|prop_wall_breakable}} | |||
: - 一段可破坏的墙壁,就像门一样可破坏。 | |||
* {{L|scripted_item_drop}} | |||
: - 一个带有基本物理效果的物品,可以检测到玩家触摸。 | |||
=== 触发器类 === | === 触发器类 === | ||
* {{L|trigger_finale}} | |||
: - 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。 | |||
* {{L|trigger_hurt}} | |||
: - 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!) | |||
* {{L|trigger_playermovement}} | |||
: - 添加了一个“禁用跳跃”标志 | |||
* {{L|trigger_push}} | |||
: - 添加了 OnStartTouch 输出,以及输入 SetMaxSpeed 以动态设置推动速度。 | |||
* {{L|script_trigger_hurt}} | |||
: - 基于点实体的由 VScripts 生成的 {{L|trigger_hurt}}。来自 EMS 更新。 | |||
* {{L|script_trigger_multiple}} | |||
: - 基于点的由 VScripts 生成的 {{L|trigger_multiple}}。来自 EMS 更新。 | |||
* {{L|script_trigger_once}} | |||
: - 基于点的由 VScripts 生成的 {{L|trigger_once}}。来自 EMS 更新。 | |||
* {{L|script_trigger_push}} | |||
: - 基于点的由 VScripts 生成的 {{L|trigger_push}}。来自 EMS 更新。 | |||
* {{L|trigger_escape}} | |||
: - 指示是否有幸存者可以逃离终局的体积。来自 The Sacrifice DLC。 | |||
* {{L|trigger_hurt_ghost}} | |||
: - 伤害触碰它的实体(和幽灵)。 | |||
* {{L|trigger_upgrade_laser_sight}} | |||
: - 给触摸到的玩家提供激光瞄准器升级。 | |||
=== 武器/升级生成 === | === 武器/升级生成 === | ||
* {{L|upgrade_spawn}} | |||
: - 允许导演放置枪械升级:激光瞄准器、爆炸弹药和燃烧弹药。 | |||
* {{L|weapon_adrenaline_spawn}} | |||
: - 肾上腺素的可能生成点。 | |||
* {{L|weapon_chainsaw_spawn}} | |||
: - 电锯的可能生成点。 | |||
* {{L|weapon_defibrillator_spawn}} | |||
: - 除颤器的可能生成点。 | |||
* {{L|weapon_grenade_launcher_spawn}} | |||
: - 榴弹发射器的可能生成点。 | |||
* {{L|weapon_item_spawn}} | |||
: - 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)。 | |||
* {{L|weapon_melee_spawn}} | |||
: - 随机近战武器的可能生成点。 | |||
* {{L|weapon_pistol_magnum_spawn}} | |||
: - 马格南手枪的可能生成点。 | |||
* {{L|weapon_rifle_ak47_spawn}} | |||
: - AK-47步枪的可能生成点。 | |||
* {{L|weapon_rifle_desert_spawn}} | |||
: - 突击步枪的可能生成点。 | |||
* {{L|weapon_rifle_m60_spawn}} | |||
: - M60机枪的可能生成点。 | |||
* {{L|weapon_rifle_sg552_spawn}} | |||
: - SG-552步枪的可能生成点。 | |||
* {{L|weapon_scavenge_item_spawn}} | |||
: - 清道夫汽油桶的生成点。 | |||
* {{L|weapon_shotgun_chrome_spawn}} | |||
: - 铬管霰弹枪的可能生成点。 | |||
* {{L|weapon_shotgun_spas_spawn}} | |||
: - 战斗霰弹枪的可能生成点。 | |||
* {{L|weapon_smg_mp5_spawn}} | |||
: - MP5冲锋枪的可能生成点。 | |||
* {{L|weapon_smg_silenced_spawn}} | |||
: - 消音冲锋枪的可能生成点。 | |||
* {{L|weapon_sniper_awp_spawn}} | |||
: - AWP狙击枪的可能生成点。 | |||
* {{L|weapon_sniper_military_spawn}} | |||
: - 狙击步枪的可能生成点。 | |||
* {{L|weapon_sniper_scout_spawn}} | |||
: - Scout 狙击枪的可能生成点。TLS 更新中添加。 | |||
* {{L|weapon_spawn}} | |||
: - 随机武器的可能生成点。 | |||
* {{L|weapon_upgradepack_explosive_spawn}} | |||
: - 爆炸弹药包的可能生成点。 | |||
* {{L|weapon_upgradepack_incendiary_spawn}} | |||
: - 燃烧弹药包的可能生成点。 | |||
* {{L|weapon_vomitjar_spawn}} | |||
: - 胆汁炸弹的可能生成点。 | |||
{{Note|另请参阅 {{L|L4D2 Level Design}} 的 {{L|L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning}}}} | {{Note|另请参阅 {{L|L4D2 Level Design}} 的 {{L|L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning}}}} | ||
Latest revision as of 12:06, 2 August 2024
base.fgd
这是所有起源基础实体的完整列表。
ambient
color
env
- env_beam
- env_beverage
- env_blood
- env_bubbles
- env_credits
- env_cubemap
- env_dof_controller
- env_dustpuff
- env_effectscript
- env_embers
- env_entity_igniter
- env_entity_maker
- env_explosion
- env_fade
- env_fire
- env_firesensor
- env_firesource
- env_fog_controller
- env_funnel
- env_hudhint
- env_instructor_hint
- env_laser
- env_lightglow
- env_message
- env_microphone
- env_particle_performance_monitor
- env_particlelight
- env_particlescript
- env_physexplosion
- env_physimpact
- env_player_surface_trigger
- env_projectedtexture
- env_rotorshooter
- env_screeneffect
- env_shake
- env_shooter
- env_smokestack
- env_smoketrail
- env_soundscape
- env_soundscape_proxy
- env_soundscape_triggerable
- env_spark
- env_splash
- env_sprite
- env_sprite_oriented
- env_spritetrail
- env_steam
- env_sun
- env_texturetoggle
- env_tonemap_controller
- env_tonemap_controller_ghost
- env_tonemap_controller_infected
- env_viewpunch
- env_wind
- env_zoom
filter
- filter_activator_class
- filter_activator_context
- filter_activator_mass_greater
- filter_activator_model
- filter_activator_name
- filter_damage_type
- filter_enemy
- filter_multi
func
- func_areaportal
- func_areaportalwindow
- func_breakable
- func_breakable_surf
- func_brush
- func_button
- func_clip_vphysics
- func_conveyor
- func_detail
- func_detail_blocker
- func_door
- func_door_rotating
- func_dustcloud
- func_dustmotes
- func_fish_pool
- func_guntarget
- func_illusionary
- func_instance
- func_instance_parms
- func_ladderendpoint
- func_lod
- func_movelinear
- func_occluder
- func_orator
- func_physbox
- func_platrot
- func_precipitation
- func_precipitation_blocker
- func_reflective_glass
- func_rot_button
- func_rotating
- func_smokevolume
- func_tanktrain
- func_timescale
- func_trackautochange
- func_trackchange
- func_tracktrain
- func_traincontrols
- func_useableladder
- func_viscluster
- func_wall
- func_wall_toggle
- func_water_analog
game
- game_end
- game_gib_manager
- game_player_equip
- game_player_team
- game_ragdoll_manager
- game_score
- game_text
- game_ui
- game_weapon_manager
- game_zone_player
gibshooter
hammer
info
- info_constraint_anchor
- info_intermission
- info_ladder_dismount
- info_landmark
- info_lighting
- info_mass_center
- info_no_dynamic_shadow
- info_null
- info_overlay
- info_overlay_transition
- info_particle_system
- info_particle_target
- info_player_start
- info_projecteddecal
- info_target
- info_target_instructor_hint
- info_teleport_destination
infodecal
keyframe
light
logic
- logic_active_autosave
- logic_auto
- logic_autosave
- logic_branch
- logic_branch_listener
- logic_case
- logic_collision_pair
- logic_compare
- logic_lineto
- logic_measure_movement
- logic_multicompare
- logic_navigation
- logic_relay
- logic_script
- logic_timer
material
math
momentary
move
path
phys
- phys_ballsocket
- phys_constraint
- phys_constraintsystem
- phys_convert
- phys_hinge
- phys_keepupright
- phys_lengthconstraint
- phys_magnet
- phys_motor
- phys_pulleyconstraint
- phys_ragdollconstraint
- phys_ragdollmagnet
- phys_slideconstraint
- phys_spring
- phys_thruster
- phys_torque
physics
point
- point_anglesensor
- point_bonusmaps_accessor
- point_broadcastclientcommand
- point_clientcommand
- point_devshot_camera
- point_enable_motion_fixup
- point_entity_finder
- point_gamestats_counter
- point_hurt
- point_message
- point_playermoveconstraint
- point_posecontroller
- point_proximity_sensor
- point_servercommand
- point_spotlight
- point_teleport
- point_template
- point_viewcontrol
postprocess
prop
- prop_detail
- prop_door_rotating
- prop_dynamic
- prop_dynamic_ornament
- prop_dynamic_override
- prop_physics
- prop_physics_multiplayer
- prop_physics_override
- prop_ragdoll
- prop_static
- prop_wall_breakable
script
shadow
sky
sound
tanktrain
test
trigger
- trigger_autosave
- trigger_changelevel
- trigger_gravity
- trigger_hurt
- trigger_impact
- trigger_look
- trigger_multiple
- trigger_once
- trigger_playermovement
- trigger_proximity
- trigger_push
- trigger_remove
- trigger_serverragdoll
- trigger_soundscape
- trigger_teleport
- trigger_tonemap
- trigger_transition
- trigger_wind
vgui
water
worldspawn
left4dead2.fgd
beam
commentary
env
- env_airstrike_indoors
- env_airstrike_outdoors
- env_detail_controller
- env_outtro_stats
- env_physics_blocker
- env_player_blocker
- env_rock_launcher
- env_weaponfire
filter
fog
func
- func_block_charge
- func_button_timed
- func_elevator
- func_extinguisher
- func_ladder
- func_nav_attribute_region
- func_nav_avoidance_obstacle
- func_nav_blocker
- func_nav_connection_blocker
- func_playerghostinfected_clip
- func_playerinfected_clip
- func_ragdoll_fader
game
info
- info_ambient_mob_end
- info_ambient_mob_start
- info_changelevel
- info_director
- info_elevator_floor
- info_game_event_proxy
- info_gamemode
- info_goal_infected_chase
- info_item_position
- info_l4d1_survivor_spawn
- info_map_parameters
- info_map_parameters_versus
- info_remarkable
- info_survivor_position
- info_survivor_rescue
- info_zombie_border
- info_zombie_spawn
logic
- logic_choreographed_scene
- logic_director_query
- logic_game_event
- logic_scene_list_manager
- logic_versus_random
player
point
- point_deathfall_camera
- point_nav_attribute_region
- point_prop_use_target
- point_script_use_target
- point_viewcontrol_multiplayer
- point_viewcontrol_survivor
prop
- prop_car_alarm
- prop_car_glass
- prop_door_rotating_checkpoint
- prop_fuel_barrel
- prop_health_cabinet
- Prop_minigun
- prop_minigun_l4d1
- prop_mounted_machine_gun
scripted
trigger
- trigger_active_weapon_detect
- trigger_auto_crouch
- trigger_escape
- trigger_finale
- trigger_hurt_ghost
- trigger_upgrade_laser_sight
upgrade
weapon
- weapon_adrenaline_spawn
- weapon_ammo_spawn
- weapon_autoshotgun_spawn
- weapon_chainsaw_spawn
- weapon_defibrillator_spawn
- weapon_first_aid_kit
- weapon_first_aid_kit_spawn
- weapon_gascan_spawn
- weapon_grenade_launcher
- weapon_grenade_launcher_spawn
- weapon_hunting_rifle_spawn
- weapon_item_spawn
- weapon_melee_spawn
- weapon_molotov_spawn
- weapon_pain_pills_spawn
- weapon_pipe_bomb_spawn
- weapon_pistol_magnum_spawn
- weapon_pistol_spawn
- weapon_pumpshotgun_spawn
- weapon_rifle_ak47_spawn
- weapon_rifle_desert_spawn
- weapon_rifle_m60_spawn
- weapon_rifle_sg552_spawn
- weapon_rifle_spawn
- weapon_scavenge_item_spawn
- weapon_shotgun_chrome_spawn
- weapon_shotgun_spas_spawn
- weapon_smg_mp5_spawn
- weapon_smg_silenced_spawn
- weapon_smg_spawn
- weapon_sniper_awp_spawn
- weapon_sniper_military_spawn
- weapon_sniper_scout_spawn
- weapon_spawn
- weapon_upgradepack_explosive_spawn
- weapon_upgradepack_incendiary_spawn
- weapon_vomitjar_spawn
FGD 外的实体
_
ability
- ability_charge
- ability_leap
- ability_lunge
- ability_selfdestruct
- ability_spit
- ability_throw
- ability_tongue
- ability_vomit
ai
beam
boomer
charger
client_path
commentary
cs
cycler
dynamic
entity
entityflame
env
- env_debughistory
- env_dusttrail
- env_entity_dissolver
- env_fire_trail
- env_global
- env_glow
- env_gunfire
- env_movieexplosion
- env_muzzleflash
- env_particle_trail
- env_particlefire
- env_particlesmokegrenade
- env_physwire
- env_quadraticbeam
- env_ragdoll_boogie
- env_rockettrail
- env_screenoverlay
- env_sporeexplosion
- env_sporetrail
- env_steamjet
- env_tilt
- env_tracer
escape
event
filter
finale
fire
fish
func
- func_physbox_multiplayer
- func_plat
- func_proprrespawnzone
- func_pushable
- func_simpleladder
- func_train
- func_vehicleclip
- func_water
- func_weight_button
funCBaseFlex
gib
grenade
handle
holiday
hunter
infected
inferno
info
- info_hang_lighting
- info_infected_zoo_maker
- info_infected_zoo_puppet
- info_ladder
- info_overlay_accessor
- info_player_deathmatch
- info_player_teamspawn
- info_player_logo
- info_transitioning_player
- info_vehicle_groundspawn
- info_view_parameters
insect
instanced
item
jockey
light
logic
molotov
momentary
multisource
path
phys
physics
pipe
player
point
- point_commentary_node
- point_commentary_viewpoint
- point_push
- point_script_template
- point_surroundtest
predicted
prop
- prop_fuel_barrel_piece
- prop_physics2
- prop_ragdoll_attached
- prop_physics_respawnable
- prop_sphere
- prop_vehicle
- prop_vehicle_driveable
raggib
scene
script
- script_clip_vphysics
- script_func_button
- script_nav_attribute_region
- script_nav_blocker
- script_trigger_hurt
- script_trigger_multiple
- script_trigger_once
- script_trigger_push
scripted
simple
smoker
spark
spitter
spotlight
spraycan
soundent
survivor
tank
target
te
team
terror
test
trigger
- trigger
- trigger_brush
- trigger_callback
- trigger_cdaudio
- trigger_fog
- trigger_togglesave
- trigger_vphysics_motion
upgrade
vgui
viewmodel
vomit
vomitjar
vote
waterbullet
weapon
- weapon_adrenaline
- weapon_ammo
- weapon_autoshotgun
- weapon_basecsgrenade
- weapon_boomer_claw
- weapon_chainsaw
- weapon_charger_claw
- weapon_cola_bottles
- weapon_cs_base
- weapon_csbase_gun
- weapon_defibrillator
- weapon_fireworkcrate
- weapon_gascan
- weapon_gnome
- weapon_hegrenade_spawn
- weapon_hunter_claw
- weapon_hunting_rifle
- weapon_jockey_claw
- weapon_melee
- weapon_molotov
- weapon_oxygentank
- weapon_pain_pills
- weapon_pipe_bomb
- weapon_pistol_magnum
- weapon_pistol
- weapon_propanetank
- weapon_pumpshotgun
- weapon_rifle_ak47
- weapon_rifle_desert
- weapon_rifle_m60
- weapon_rifle_sg552
- weapon_rifle
- weapon_shotgun_chrome
- weapon_shotgun_spas
- weapon_smg_mp5
- weapon_smg_silenced
- weapon_smg
- weapon_smoker_claw
- weapon_sniper_awp
- weapon_sniper_military
- weapon_sniper_scout
- weapon_spitter_claw
- weapon_tank_claw
- weapon_upgradepack_explosive
- weapon_upgradepack_incendiary
- weapon_vomitjar
window
witch
world
存在于 FGD 中但不存在于游戏中
ai
cycler
env
func
generic
info
- info_ambient_mob
- info_camera_link
- info_hint
- info_node
- info_node_air
- info_node_air_hint
- info_node_climb
- info_node_hint
- info_node_link
- info_node_link_controller
- info_npc_spawn_destination
- info_radial_link_controller
logic
move
npc
point
trigger
新增及更新的实体
环境实体
- - 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)
- - 现在可以设置 TonemapPercentBrightPixels 以及其他参数。
- - 为室内(摇摇欲坠的天花板)添加空袭效果
- - 为户外添加空袭效果
- - 允许通过地图逻辑创建和控制提示消息
- - 阻挡玩家和物理对象
- - 阻挡任何玩家/NPC进入指定类型。
- - 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。
- - 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。
过滤器
- - 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
- - 可以根据近战伤害和类型(全部、锐器或钝器)进行过滤
功能性的
- - 添加了可以动态设置最大速度的输入
- - 添加了 ResetPosition/TeleportToTarget
- - 添加了切换功能以确定是否应重新计算导航流
- - 现在允许设置自动响应的最大合法跟进距离
- - 添加了暴风雨、虫子和烟。
- - 添加了 SnapToStartPosition
- - 没有效果的实体。由 EMS 更新添加。
- - 需要花费时间才能使用的按钮。由《牺牲》DLC 添加。
- - Charger 将无法冲锋穿过该固体。
- - 扑灭燃烧瓶、煤气罐等设置的大火。由《牺牲》DLC 添加。
- - 一个用于防止地图实例文件的实体
- - 控制实例中 func_instance 中使用的参数
- - 阻挡导航网格(创建时)通过它在彼此之间建立连接。
- - 阻挡灵魂感染者。
- - 淡出任何触碰到它的布娃娃。由《牺牲》DLC 添加。
- - 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)
- - 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。
Info 类
- - 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。
- - 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)
- - 控制生成密度。
director_solve_item_density
: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。
- - 增加设置以强制粒子始终呈现在所有物体之前
- - 现在可以与特定游戏模式绑定,并提供特定的开场介绍
- - 环境生物的潜在起始区域
- - 环境生物的潜在结束区域
- - 通用环境生物起始/结束(慎用)
- - 作为《短暂时刻》战役中所见的L4D1原始幸存者之一的生成点。
- - 允许在地图中标记粒子系统的控制点以进行参考
- - 僵尸不会在此实体后面生成。
- - 用于放置实体组的生成点。从EMS更新中添加。
- - 供实用程序 VScript 使用的env_instructor_hint 目标。从EMS更新中添加。
逻辑实体
- - 控制AI导演的愤怒水平
- - 允许触发游戏事件。似乎是成就系统的一部分。
- - 脚本容器
- - 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。
其他实体
- - 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)
- - 添加了NoFog生成标志。
- - 添加了额外的选项来定制平面剪裁偏移等。
- - 添加了新的特殊感染者。
- - 添加了“OnDemoMapSpawn”输出。
- - 现在可以动态改变电影颗粒和晕影的强度。
- - 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。
- - 允许打开/关闭拾荒得分显示,并设置所需的总物品数。
- - 移除特定武器或当前武器。
- - 在生成期间应用于导航区域的区域属性的容器。
- - 用于从VScripts生成可选动态模板的point_template 。从EMS更新中添加。
- - 一个.50口径的机枪。
注意:L4D2以前不支持Prop_minigun ,但创作工具已更新以支持L4D1实体。
- - 基于点的func_nav_blocker 用于从VScripts生成。从TLS更新中添加。
- - 允许设置特定声音混音层的级别。
- - 当被持有特定武器的玩家触摸时触发输出。
Point 类
- - 添加了额外的伤害类型:"FULLGIB"
- - 添加了设置光晕大小的选项
- - 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。}}
Prop 类
所有道具现在都有一个“延迟补偿”切换选项。(请谨慎使用!)
- - 添加了启用/禁用的功能
- - 添加了“发光”选项
- - 添加了 OnHitByTank 输出,用于在道具被 Tank 击打时创建自定义事件。
- - 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。
- - 一段可破坏的墙壁,就像门一样可破坏。
- - 一个带有基本物理效果的物品,可以检测到玩家触摸。
触发器类
- - 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。
- - 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!)
- - 添加了一个“禁用跳跃”标志
- - 添加了 OnStartTouch 输出,以及输入 SetMaxSpeed 以动态设置推动速度。
- - 基于点实体的由 VScripts 生成的 trigger_hurt 。来自 EMS 更新。
- - 基于点的由 VScripts 生成的 trigger_multiple 。来自 EMS 更新。
- - 基于点的由 VScripts 生成的 trigger_once 。来自 EMS 更新。
- - 基于点的由 VScripts 生成的 trigger_push 。来自 EMS 更新。
- - 指示是否有幸存者可以逃离终局的体积。来自 The Sacrifice DLC。
- - 伤害触碰它的实体(和幽灵)。
- - 给触摸到的玩家提供激光瞄准器升级。
武器/升级生成
- - 允许导演放置枪械升级:激光瞄准器、爆炸弹药和燃烧弹药。
- - 肾上腺素的可能生成点。
- - 电锯的可能生成点。
- - 除颤器的可能生成点。
- - 榴弹发射器的可能生成点。
- - 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)。
- - 随机近战武器的可能生成点。
- - 马格南手枪的可能生成点。
- - AK-47步枪的可能生成点。
- - 突击步枪的可能生成点。
- - M60机枪的可能生成点。
- - SG-552步枪的可能生成点。
- - 清道夫汽油桶的生成点。
- - 铬管霰弹枪的可能生成点。
- - 战斗霰弹枪的可能生成点。
- - MP5冲锋枪的可能生成点。
- - 消音冲锋枪的可能生成点。
- - AWP狙击枪的可能生成点。
- - 狙击步枪的可能生成点。
- - Scout 狙击枪的可能生成点。TLS 更新中添加。
- - 随机武器的可能生成点。
- - 爆炸弹药包的可能生成点。
- - 燃烧弹药包的可能生成点。
- - 胆汁炸弹的可能生成点。
