Template:KV BaseEntity/strings: Difference between revisions

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| KeyTargetnameDesc = {{#switch: {{Language}}
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| #default = The name that other entities use to refer to this entity.
| Ru = Название объекта по которому другие объекты могут ссылаться на этот объект.
| ru = Название объекта по которому другие объекты могут ссылаться на этот объект.
| Zh = 其他实体用来指代该实体的名称。
| zh = 其他实体用来指代该实体的名称。
}}
}}


| KeyParentnameDesc = {{#switch: {{Language}}
| KeyParentnameDesc = {{#switch: {{Language}}
| #default = Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (<code>parentname [targetname],[attachment]</code>) {{Tip|Entities transition to the next map with their parents}}{{Tip|{{Ent|phys_constraint}} can be used as a workaround if parenting fails.}}
| #default = Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (<code>parentname [targetname],[attachment]</code>) {{Tip|Entities transition to the next map with their parents}}{{Tip|{{Ent|phys_constraint}} can be used as a workaround if parenting fails.}}
| Zh = 实体的父级实体,该实体可以与父实体保持移动偏移。名称后面可以添加一个附属点,以逗号隔开。 (<code>parentname [targetname],[attachment]</code>){{tip|转换至下一张地图的实体关系会依然存在。}}{{tip|一些不适合做父实体的实体可能难以运行,利用{{ent|phys_constraint}}可以解决。}}
| zh = 实体的父级实体,该实体可以与父实体保持移动偏移。名称后面可以添加一个附属点,以逗号隔开。 (<code>parentname [targetname],[attachment]</code>){{tip|转换至下一张地图的实体关系会依然存在。}}{{tip|一些不适合做父实体的实体可能难以运行,利用{{ent|phys_constraint}}可以解决。}}
}}
}}


| KeyOriginDesc = {{#switch: {{Language}}
| KeyOriginDesc = {{#switch: {{Language}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move the entities accordingly in the editor.}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move the entities accordingly in the editor.}}
| Ru = Положение центра этого объекта в пространстве мира. Rotating entities typically rotate around their origin.{{bug|Hammer does not move the entities accordingly in the editor.}}
| ru = Положение центра этого объекта в пространстве мира. Rotating entities typically rotate around their origin.{{bug|Hammer does not move the entities accordingly in the editor.}}
| Zh = 实体处于世界中的位置,旋转实体会以实体坐标原点旋转。{{note|Hammer 不会仅在编辑器中相应地移动实体。}}
| zh = 实体处于世界中的位置,旋转实体会以实体坐标原点旋转。{{note|Hammer 不会仅在编辑器中相应地移动实体。}}
}}
}}


| KeyAnglesDesc = {{#switch: {{Language}}
| KeyAnglesDesc = {{#switch: {{Language}}
| #default = This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.{{Note|This works on brush entities, although Hammer doesn't show the new angles.}}
| #default = This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.{{Note|This works on brush entities, although Hammer doesn't show the new angles.}}
| Ru = Ориентация этого объекта в пространстве мира. Тангаж (Pitch) - вращение вокруг оси Y, рысканье(yaw) - вращение вокруг оси Z, крен(roll) - вращение вокруг оси X.{{Note|This works on brush entities, although Hammer doesn't show the new angles.}}
| ru = Ориентация этого объекта в пространстве мира. Тангаж (Pitch) - вращение вокруг оси Y, рысканье(yaw) - вращение вокруг оси Z, крен(roll) - вращение вокруг оси X.{{Note|This works on brush entities, although Hammer doesn't show the new angles.}}
| Zh = 实体在世界中的方位,Pitch围绕X轴旋转,可以称为俯仰角。Yaw围绕Z轴旋转,可以称为偏航角,roll围绕Y轴旋转。{{note|尽管 Hammer 不显示新角度,但其仍然适用于固实体。}}
| zh = 实体在世界中的方位,Pitch围绕X轴旋转,可以称为俯仰角。Yaw围绕Z轴旋转,可以称为偏航角,roll围绕Y轴旋转。{{note|尽管 Hammer 不显示新角度,但其仍然适用于固实体。}}
}}
}}


| KeyClassnameDesc = {{#switch: {{Language}}
| KeyClassnameDesc = {{#switch: {{Language}}
| #default = Determines the characteristics of the entity ''before'' it spawns. {{Tip|Changing this on runtime still has use, like making matching an entry in [[S_PreserveEnts]] will persist the entity on new rounds!}}
| #default = Determines the characteristics of the entity ''before'' it spawns. {{Tip|Changing this on runtime still has use, like making matching an entry in [[S_PreserveEnts]] will persist the entity on new rounds!}}
| Ru = Определяет свойства объекта ''до'' его появления. {{Tip|Changing this on runtime still has use, like making matching an entry in [[S_PreserveEnts]] will persist the entity on new rounds!}}
| ru = Определяет свойства объекта ''до'' его появления. {{Tip|Changing this on runtime still has use, like making matching an entry in [[S_PreserveEnts]] will persist the entity on new rounds!}}
| Zh = 确定实体''之前''它生成的特征。{{tip|使用{{ent|AddOutput}}输入更改 Classname 仍然会影响游戏的代码,例如使类名与 [[S_PreserveEnts]] 列表中的一个元素匹配将使实体在新一轮中持续存在!}}
| zh = 确定实体''之前''它生成的特征。{{tip|使用{{ent|AddOutput}}输入更改 Classname 仍然会影响游戏的代码,例如使类名与 [[S_PreserveEnts]] 列表中的一个元素匹配将使实体在新一轮中持续存在!}}
}}
}}


| KeyFlagsDesc = {{#switch: {{Language}}
| KeyFlagsDesc = {{#switch: {{Language}}
| #default = Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
| #default = Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
| Ru = Переключает специфические возможности объекта, конечное числовое значение определется комбинацией включенных возможностей.
| ru = Переключает специфические возможности объекта, конечное числовое значение определется комбинацией включенных возможностей.
| Zh = 实体所具有的标志/标签,依实体所具有而定。
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
}}


| KeyEffectsDesc = {{#switch: {{Language}}
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| #default = Combination of effect flags to use.
| Ru = Набор эффектов для использования.
| ru = Набор эффектов для использования.
| Zh = 要使用的效果标志的组合。
| zh = 要使用的效果标志的组合。
}}
}}


| KeyVScriptsDesc = {{#switch: {{Language}}
| KeyVScriptsDesc = {{#switch: {{Language}}
| #default = Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the [[worldspawn]] entity will be placed in root scope.
| #default = Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the [[worldspawn]] entity will be placed in root scope.
| Zh = 在所有实体生成后执行的 [[VScript:zh-cn|VScript]]{{zh-cn}} 文件(无文件扩展名)的空格分隔列表。这些脚本都在同一个脚本范围内执行,以后的脚本会覆盖任何相同的变量和函数。在 [[worldspawn]] 实体上执行的脚本将放置在根作用域中。
| zh = 在所有实体生成后执行的 [[VScript:zh-cn|VScript]]{{zh-cn}} 文件(无文件扩展名)的空格分隔列表。这些脚本都在同一个脚本范围内执行,以后的脚本会覆盖任何相同的变量和函数。在 [[worldspawn]] 实体上执行的脚本将放置在根作用域中。
}}
}}


| KeyThinkFunctionDesc = {{#switch: {{Language}}
| KeyThinkFunctionDesc = {{#switch: {{Language}}
| #default = Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid [[expensive]] operations in this function, as it may cause performance problems.
| #default = Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid [[expensive]] operations in this function, as it may cause performance problems.
| Zh = 此实体脚本中的函数名称,该函数将在脚本持续时间内每 100 毫秒(每秒 10 次)自动调用一次。它可用于创建计时器或模拟自主行为。返回值(如果存在)将设置下一次调用之前的时间。尽量避免在此函数中进行[[expensive|昂贵]]的操作,因为它可能会导致性能问题。
| zh = 此实体脚本中的函数名称,该函数将在脚本持续时间内每 100 毫秒(每秒 10 次)自动调用一次。它可用于创建计时器或模拟自主行为。返回值(如果存在)将设置下一次调用之前的时间。尽量避免在此函数中进行[[expensive|昂贵]]的操作,因为它可能会导致性能问题。
}}
}}


| KeyLagCompensateDesc = {{#switch: {{Language}}
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #default = Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!
| #default = Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!
| Zh = 设置为'''是'''以延迟补偿此实体。应该非常谨慎地使用!
| zh = 设置为'''是'''以延迟补偿此实体。应该非常谨慎地使用!
}}
}}


| KeyIs_autoaim_targetDesc = {{#switch: {{Language}}
| KeyIs_autoaim_targetDesc = {{#switch: {{Language}}
| #default = If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
| #default = If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
| Zh = 如果设置为 1,当实体位于十字准线下方时,该实体将减慢控制台和操纵杆控制器的瞄准移动速度。
| zh = 如果设置为 1,当实体位于十字准线下方时,该实体将减慢控制台和操纵杆控制器的瞄准移动速度。
}}
}}


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* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
* 6: [[VPhysics]]
| Ru = Режим столкновений для этого объекта.
| ru = Режим столкновений для этого объекта.
'''Значения:'''
'''Значения:'''
* 0: Отсутствует
* 0: Отсутствует
Line 113: Line 113:
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
* 6: [[VPhysics|Игровая физика]]
| Zh = 该实体的碰撞方式。
| zh = 该实体的碰撞方式。
:*0: 无
:*0: 无
:*1: BSP ([[QPhysics]]) {{Not in FGD:zh-cn}} {{bug|在 {{portal2}} 中,如果使用 QPhysics 碰撞的实体被 [[Gel]] 击中,游戏将崩溃!}}
:*1: BSP ([[QPhysics]]) {{Not in FGD:zh-cn}} {{bug|在 {{portal2}} 中,如果使用 QPhysics 碰撞的实体被 [[Gel]] 击中,游戏将崩溃!}}
Line 125: Line 125:
| KeyModelindexDesc = {{#switch: {{Language}}
| KeyModelindexDesc = {{#switch: {{Language}}
| #default = Given the number index from dumping the<code>cl_precacheinfo modelprecache</code>table, sets entity model to of the index. {{Warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}
| #default = Given the number index from dumping the<code>cl_precacheinfo modelprecache</code>table, sets entity model to of the index. {{Warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}
| Zh = 给定转储<code>cl_precacheinfo modelprecache</code>表的数字索引,将实体模型设置为索引的。{{warning|如果实体具有''将要''播放的动画,则设置模型也必须有自己的序列,否则游戏会崩溃。}}
| zh = 给定转储<code>cl_precacheinfo modelprecache</code>表的数字索引,将实体模型设置为索引的。{{warning|如果实体具有''将要''播放的动画,则设置模型也必须有自己的序列,否则游戏会崩溃。}}
}}
}}


| KeyResponseContextDesc = {{#switch: {{Language}}
| KeyResponseContextDesc = {{#switch: {{Language}}
| #default = Pre-defined response system contexts; Format is <code>[key]:[value],[key]:[value],...</code>and so on. {{Tip|Can also be [[filter_activator_context|filtered for or against!]]}}
| #default = Pre-defined response system contexts; Format is <code>[key]:[value],[key]:[value],...</code>and so on. {{Tip|Can also be [[filter_activator_context|filtered for or against!]]}}
| Ru = Pre-defined response system contexts; Формат записи: <code>[ключ-параметр]:[значение],[ключ-параметр]:[значение],...</code> и так далее. {{Tip|Также может быть [[filter_activator_context|отфильтрован!]]}}
| ru = Pre-defined response system contexts; Формат записи: <code>[ключ-параметр]:[значение],[ключ-параметр]:[значение],...</code> и так далее. {{Tip|Также может быть [[filter_activator_context|отфильтрован!]]}}
| Zh = 预定义的响应系统上下文;格式为<code>[key]:[value],[key]:[value],...</code>,等等。{{Tip|也可以[[filter_activator_context|过滤支持或反对!]]}}
| zh = 预定义的响应系统上下文;格式为<code>[key]:[value],[key]:[value],...</code>,等等。{{Tip|也可以[[filter_activator_context|过滤支持或反对!]]}}
}}
}}


| KeyGlobalnameDesc = {{#switch: {{Language}}
| KeyGlobalnameDesc = {{#switch: {{Language}}
| #default = When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
| #default = When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
| Zh = 实体链接到下一张图采用的名称,当玩家过度到下一张图的时候,会保持上一张图实体的状态。
| zh = 实体链接到下一张图采用的名称,当玩家过度到下一张图的时候,会保持上一张图实体的状态。
}}
}}


| KeyNextthinkDesc = {{#switch: {{Language}}
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| Zh = 实体再次 [[Thinking|thinks]] 之前的时间。
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
}}


| KeyLtimeDesc = {{#switch: {{Language}}
| KeyLtimeDesc = {{#switch: {{Language}}
| #default = The local time of the entity, independent of the global clock. Used mainly for physics calculations.
| #default = The local time of the entity, independent of the global clock. Used mainly for physics calculations.
| Zh = 实体的本地时间,独立于全局时钟。主要用于物理计算。
| zh = 实体的本地时间,独立于全局时钟。主要用于物理计算。
}}
}}


| KeyHammeridDesc = {{#switch: {{Language}}
| KeyHammeridDesc = {{#switch: {{Language}}
| #default = The entity's unique [[Hammer]] ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the'''<code>ent_keyvalue</code>'''command). Run-time spawned entities don't have a Hammer ID.
| #default = The entity's unique [[Hammer]] ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the'''<code>ent_keyvalue</code>'''command). run-time spawned entities don't have a Hammer ID.
| Ru = Идентификационный номер [[Hammer]] для объекта, который автоматически присваивается при компиляции карты. В основном используется плагинами или командами отладки (например, командой '''<code>ent_keyvalue</code>'''). Объекты, созданные во время выполнения, не имеют идентификатора Hammer.
| ru = Идентификационный номер [[Hammer]] для объекта, который автоматически присваивается при компиляции карты. В основном используется плагинами или командами отладки (например, командой '''<code>ent_keyvalue</code>'''). Объекты, созданные во время выполнения, не имеют идентификатора Hammer.
| Zh = 在地图编译时自动生成的实体的唯一的 [[Hammer]] ID。主要用于插件或debug命令(如'''<code>ent_keyvalue</code>'''命令)。运行时生成的实体没有 Hammer ID。
| zh = 在地图编译时自动生成的实体的唯一的 [[Hammer]] ID。主要用于插件或debug命令(如'''<code>ent_keyvalue</code>'''命令)。运行时生成的实体没有 Hammer ID。
}}
}}


| KeyDisableX360Desc = {{#switch: {{Language}}
| KeyDisableX360Desc = {{#switch: {{Language}}
| #default = If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
| #default = If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
| Ru = У этого объекта автоматически срабатывает вход 'Отключить' в версии Source для Xbox 360.
| ru = У этого объекта автоматически срабатывает вход 'Отключить' в версии Source для Xbox 360.
| Zh = 如果在 Xbox 360 版本的起源引擎上,自动为该实体提供“禁用”输入。
| zh = 如果在 Xbox 360 版本的起源引擎上,自动为该实体提供“禁用”输入。
}}
}}



Revision as of 16:47, 13 August 2024

English (en)Русский (ru)中文 (zh)
Icon-settings.png
Subpage of strings
It contains various translatable and untranslatable strings that are used in the template or anywhere else.
Icon-gnome-document-open.pngDocumentation
Number of strings:19
Approximate status of translation:English (en) 100% Русский (ru) 52.63% 中文 (zh) 100% 
  • The name that other entities use to refer to this entity.
  • Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
    Tip.pngTip:Entities transition to the next map with their parents
    Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
  • The position of this entity's center in the world. Rotating entities typically rotate around their origin.
    Icon-Bug.pngBug:Hammer does not move the entities accordingly in the editor.  [todo tested in ?]
  • This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
    Note.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
  • Determines the characteristics of the entity before it spawns.
    Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
  • Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
  • Combination of effect flags to use.
  • Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
  • Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
  • Set to Yes to lag compensate this entity. Should be used very sparingly!
  • If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
  • Method of collision for this entity.

Values:

  • 0: None
  • 1: BSP (QPhysics) !FGD
    Icon-Bug.pngBug:In Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash!  [todo tested in ?]
  • 2: Bounding Box
  • 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
  • 4: Oriented Bounding Box but constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics
  • Given the number index from dumping thecl_precacheinfo modelprecachetable, sets entity model to of the index.
    Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
  • Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
    Tip.pngTip:Can also be filtered for or against!
  • When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
  • Amount of time before the entity thinks again.
  • The local time of the entity, independent of the global clock. Used mainly for physics calculations.
  • The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). run-time spawned entities don't have a Hammer ID.
  • If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.