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== Keyvalues ==
== Keyvalues ==
{{KV|Collisions|intn=solid|choices|{{#switch:KeySolidDesc
{{KV|Collisions|intn=solid|choices|该实体的碰撞方式。
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}}}
{{KV|[[targetname|Name]]|intn=targetname|string|{{#switch:KeyTargetnameDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}}}
{{KV|[[Parent]]|intn=parentname|targetname|{{#switch:KeyParentnameDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}}}
{{KV|[[Origin]] (X Y Z)|intn=origin|coordinates|{{#switch:KeyOriginDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}}}
{{KV|[[Pitch Yaw Roll]] (Y Z X)|intn=angles|angle|{{#switch:KeyAnglesDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}}}
{{KV|[[Classname]]|intn=classname|string|nofgd=1|{{#switch:KeyClassnameDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}}}
{{KV|[[Spawnflags]]|intn=spawnflags|flags|{{#switch:KeyFlagsDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}|nofgd=1}}
{{KV|[[Effect flags|Effects]]|intn=effects|flags|{{#switch:KeyEffectsDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}|nofgd=1}}
{{KV|Entity Scripts|intn=vscripts|scriptlist|{{#switch:KeyVScriptsDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}|since=L4D2|also={{tf2}}}}
{{KV|[[Entity_Scripts#Thinker_Functions|Think function]]|intn=thinkfunction|string|{{#switch:KeyThinkFunctionDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}|since=L4D2|also={{tf2}}}}
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|{{#switch:KeyLagCompensateDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| zh = 该实体的碰撞方式。
:*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!}}
:*2: [[Bounding box|Bounding Box|边界框]]
:*3: [[Bounding box|Oriented Bounding Box|定向边界框]] (用于运行时生成的要旋转的笔刷实体) {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
}}
 
| 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.}}
| 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}}
| #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!]]}}
| 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}}
| #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。
}}
 
| KeyNextthinkDesc = {{#switch: {{Language}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}|nofgd=1|since=L4D2}}
{{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|{{#switch:KeyIs_autoaim_targetDesc
 
<!-- insert strings below here -->
 
| KeyTargetnameDesc = {{#switch: {{Language}}
| #default = The name that other entities use to refer to this entity.
| 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。
}}
 
| 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.}}
| 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}}
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point 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。}}
}}
 
| 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.}}
| 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。}}
}}
 
| 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!}}
| 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!}}
}}
 
| KeyFlagsDesc = {{#switch: {{Language}}
| #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.
| zh = 实体所具有的标志/标签,依实体所具有而定。
}}
 
| KeyEffectsDesc = {{#switch: {{Language}}
| #default = Combination of effect flags to use.
| ru = Набор эффектов для использования.
| zh = 要使用的效果标志的组合。
}}
 
| 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.
| 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}}
| #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。
}}
 
| KeyLagCompensateDesc = {{#switch: {{Language}}
| #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!
}}
 
| 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.
| 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。
}}
 
| KeySolidDesc= {{#switch: {{Language}}
| #default = Method of collision for this entity.
 
'''Values:'''
* 0: None
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Bounding Box]]
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}}
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
* 6: [[VPhysics]]
| ru = Режим столкновений для этого объекта.
'''Значения:'''
* 0: Отсутствует
* 1: BSP ([[QPhysics|элемент карты]]) {{Not in FGD}} {{Bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
* 2: [[Bounding box|Габаритный короб]]
* 3: Ориентированный габаритный короб (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
* 4: Ориентированный габаритный короб, но ограниченный только [[QAngle|рысканьем (Yaw)]] {{Not in FGD}}
* 5: Свой/Проверка (Обычно нет столкновений ни с чем) {{Not in FGD}}
* 6: [[VPhysics|Игровая физика]]
| 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 1,566: Line 7:
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*4: [[Bounding box|Oriented Bounding Box|定向边界框]],仅限于 [[QAngle|Yaw]] {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*5: Custom/Test<nowiki>|</nowiki>自定义/测试(通常不会与任何东西发生碰撞) {{Not in FGD:zh-cn}}
:*6: [[VPhysics]]
:*6: [[VPhysics]]}}
}}
{{KV|[[targetname|Name]]|intn=targetname|string|其他实体用来指代该实体的名称。}}
 
{{KV|[[Parent]]|intn=parentname|targetname|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。}}}}
| KeyModelindexDesc = {{#switch: {{Language}}
{{KV|[[Origin]] (X Y Z)|intn=origin|coordinates|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。}}}}
| #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.}}
{{KV|[[Pitch Yaw Roll]] (Y Z X)|intn=angles|angle|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 = 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。}}
{{KV|[[Classname]]|intn=classname|string|nofgd=1|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!}}}}
}}
{{KV|[[Spawnflags]]|intn=spawnflags|flags|实体所具有的标志/标签,依实体所具有而定。|nofgd=1}}
 
{{KV|[[Effect flags|Effects]]|intn=effects|flags|要使用的效果标志的组合。|nofgd=1}}
| KeyResponseContextDesc = {{#switch: {{Language}}
{{KV|Entity Scripts|intn=vscripts|scriptlist|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。|since=L4D2|also={{tf2}}}}
| #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!]]}}
{{KV|[[Entity_Scripts#Thinker_Functions|Think function]]|intn=thinkfunction|string|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。|since=L4D2|also={{tf2}}}}
| 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!]]}}
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|设置为''''''以延迟补偿此实体。应该非常谨慎地使用!|nofgd=1|since=L4D2}}
| 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!]]}}
{{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|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。|nofgd=1|since=CSGO}}
}}
 
| 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.
| 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}}
| #default = Amount of time before the entity [[Thinking|thinks]] again.
| zh = 实体再次 [[Thinking|thinks]] 之前的时间。
}}
 
| KeyLtimeDesc = {{#switch: {{Language}}
| #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。
}}
 
| 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.
| 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。
}}
 
| KeyDisableX360Desc = {{#switch: {{Language}}
| #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.
| 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。
}}
 
}}|nofgd=1|since=CSGO}}




== Inputs ==
== Inputs ==
{{I|AddContext|{{#switch:AddContext
{{I|AddContext|将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。|param=string}}
|AddContext={{#switch:{{Language}}
{{I|{{Lx|AddOutput}}|为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string}}
{{I|{{Lx|AddOutput}}|{{#switch:AddOutputDesc
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string}}
{{I|ClearContext|{{#switch:ClearContext
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}}}
{{I|ClearParent|{{#switch:ClearParent
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}}}
{{I|FireUser1|to=FireUser4|{{#switch:FireUser1To4Desc
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}}}
{{I|[[Kill]]|{{#switch:Kill
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}}}
{{I|KillHierarchy|{{#switch:KillHierarchy
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}}}
{{I|RemoveContext|{{#switch:RemoveContext
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string}}
{{I|SetParent|{{#switch:SetParent
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string}}
{{I|SetParentAttachment|{{#switch:SetParentAttachment
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string}}
{{I|SetParentAttachmentMaintainOffset|{{#switch:SetParentAttachmentMaintainOffset
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string}}
{{I|Use|{{#switch:Use
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|nofgd=1}}
{{I|SetTeam|{{#switch:SetTeam
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|nofgd=1|param=integer}}
{{I|TeamNum|{{#switch:TeamNum
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|nofgd=1|param=integer}}
{{I|DispatchResponse|{{#switch:DispatchResponse
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string|nofgd=1}}
{{I|DispatchEffect|{{#switch:DispatchEffect
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string|removed={{l4d}}|nofgd=1}}
{{I|RunScriptFile|{{#switch:RunScriptFile
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=script|since={{l4d2}}|also={{tf2}}}}
{{I|RunScriptCode|{{#switch:RunScriptCode
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string|since={{l4d2}}|also={{tf2}}}}
{{I|CallScriptFunction|{{#switch:CallScriptFunctionOther
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=string|since={{l4d2}}|also={{tf2}}|nofgd=1}}
{{I|TerminateScriptScope|{{#switch:TerminateScriptScope
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|only={{tf2}}|nofgd=1}}
{{I|SetLocalOrigin|{{#switch:SetLocalOrigin
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
    }}
|ClearContext={{#switch:{{Language}}
    |#default=Removes all contexts from this entity's list.
    |zh=从此实体的列表中移除所有上下文。
    }}
|ClearParent={{#switch:{{Language}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
    }}
|FireUser1To4Desc={{#switch:{{Language}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
    }}
|Kill={{#switch:{{Language}}
    |#default=Removes this entity and any entities parented to it from the world.
    |zh=从世界中移除此实体及任何附属于它的实体。
    }}
|KillHierarchy={{#switch:{{Language}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=coordinates|since={{as}}|nofgd=1}}
{{I|SetLocalAngles|{{#switch:SetLocalAngles
|AddContext={{#switch:{{Language}}
    |#default=Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].
    |zh=将此实体添加到[[Response System|响应上下文]]列表中。参见 [[Context|上下文]]。
    }}
|AddOutputDesc={{#switch:{{Language}}
    |#default=Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{Expand|<syntaxhighlight lang="PowerShell">
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
 
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}}
    |zh=为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:{{Expand|<syntaxhighlight lang="PowerShell">
// 更改键值的格式: "AddOutput [键] [值]"
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
//// 原始文本:
Line 4,076: Line 34:
//// 原始文本:
//// 原始文本:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}
</syntaxhighlight>| 语法<nowiki>:</nowiki>}}|param=string}}
    }}
{{I|ClearContext|从此实体的列表中移除所有上下文。}}
|ClearContext={{#switch:{{Language}}
{{I|ClearParent|从运动层次结构中移除此实体,使其可以独立移动。}}
    |#default=Removes all contexts from this entity's list.
{{I|FireUser1|to=FireUser4|触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。}}
    |zh=从此实体的列表中移除所有上下文。
{{I|[[Kill]]|从世界中移除此实体及任何附属于它的实体。}}
    }}
{{I|KillHierarchy|功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。}}
|ClearParent={{#switch:{{Language}}
{{I|RemoveContext|从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。|param=string}}
    |#default=Removes this entity from the movement hierarchy, leaving it free to move independently.
{{I|SetParent|与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。|param=string}}
    |zh=从运动层次结构中移除此实体,使其可以独立移动。
{{I|SetParentAttachment|将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。|param=string}}
    }}
{{I|SetParentAttachmentMaintainOffset|如上所述,但不进行传送。实体保留相对于附件的当前位置。|param=string}}
|FireUser1To4Desc={{#switch:{{Language}}
{{I|Use|与玩家调用[[+use]]相同;在大多数情况下没有效果。|nofgd=1}}
    |#default=Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
{{I|SetTeam|更改此实体的团队。|nofgd=1|param=integer}}
    |zh=触发相应的<code>OnUser</code>输出;参见 [[User Inputs and Outputs]]。
{{I|TeamNum|此输入更改<code>TeamNum</code>属性的值。|nofgd=1|param=integer}}
    }}
{{I|DispatchResponse|向实体分发响应。参见 [[Response]] 和 [[Concept]]。|param=string|nofgd=1}}
|Kill={{#switch:{{Language}}
{{I|DispatchEffect|从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。|param=string|removed={{l4d}}|nofgd=1}}
    |#default=Removes this entity and any entities parented to it from the world.
{{I|RunScriptFile|从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。|param=script|since={{l4d2}}|also={{tf2}}}}
    |zh=从世界中移除此实体及任何附属于它的实体。
{{I|RunScriptCode|在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。|param=string|since={{l4d2}}|also={{tf2}}}}
    }}
{{I|CallScriptFunction|调用在接收实体的作用域中定义的VScript函数。|param=string|since={{l4d2}}|also={{tf2}}|nofgd=1}}
|KillHierarchy={{#switch:{{Language}}
{{I|TerminateScriptScope|销毁接收实体的脚本作用域。|only={{tf2}}|nofgd=1}}
    |#default=Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than<code>Kill</code>input.
{{I|SetLocalOrigin|将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。|param=coordinates|since={{as}}|nofgd=1}}
    |zh=功能与<code>Kill</code>相同,但此实体和任何附属于它的实体在同一帧内被击杀,比<code>Kill</code>输入稍快。
{{I|SetLocalAngles|设置此实体的角度。|param=angles|since={{as}}|nofgd=1}}
    }}
|RemoveContext={{#switch:{{Language}}
    |#default=Remove a context from this entity's list. The name should match the key of an existing context.
    |zh=从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
    }}
|SetParent={{#switch:{{Language}}
    |#default=Move with this entity. See [[Entity Hierarchy (parenting)]].
    |zh=与此实体一起移动。参见 [[Entity Hierarchy (parenting)]]。
    }}
|SetParentAttachment={{#switch:{{Language}}
    |#default=Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.
    |zh=将此实体更改为附加到其父级上的特定[[attachment]]点。实体将被传送,以便其根[[bone]]的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
    }}
|SetParentAttachmentMaintainOffset={{#switch:{{Language}}
    |#default=As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
    |zh=如上所述,但不进行传送。实体保留相对于附件的当前位置。
    }}
|Use={{#switch:{{Language}}
    |#default=Same as a player invoking [[+use]]; no effect in most cases.
    |zh=与玩家调用[[+use]]相同;在大多数情况下没有效果。
    }}
|SetTeam={{#switch:{{Language}}
    |#default=Changes this entity's team.
    |zh=更改此实体的团队。
    }}
|TeamNum={{#switch:{{Language}}
    |#default=This input changes value for <code>TeamNum</code> property.
    |zh=此输入更改<code>TeamNum</code>属性的值。
    }}
|DispatchResponse={{#switch:{{Language}}
    |#default=Dispatches a response to the entity. See [[Response]] and [[Concept]].
    |zh=向实体分发响应。参见 [[Response]] 和 [[Concept]]。
    }}
|DispatchEffect={{#switch:{{Language}}
    |#default=Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.
    |zh=从实体的原点分发特殊效果;另见 [[List of Client Effects]]。自{{l4d}}以来被[[particle]]系统取代。
    }}
|RunScriptFile={{#switch:{{Language}}
    |#default=Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
    |zh=从磁盘执行[[VScript]]文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
    }}
|RunScriptCode={{#switch:{{Language}}
    |#default=Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
    |zh=在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
    }}
|CallScriptFunction={{#switch:{{Language}}
    |#default=Execute a VScript function in the scope of the receiving entity.
    |zh=在接收实体的作用域中执行VScript函数。
    }}
|CallScriptFunctionOther={{#switch:{{Language}}
    |#default=Calls a VScript function defined in the scope of the receiving entity.
    |zh=调用在接收实体的作用域中定义的VScript函数。
    }}
|TerminateScriptScope={{#switch:{{Language}}
    |#default=Destroys the script scope of the receiving entity.
    |zh=销毁接收实体的脚本作用域。
    }}
|SetLocalOrigin={{#switch:{{Language}}
    |#default=Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
    |zh=将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
    }}
|SetLocalAngles={{#switch:{{Language}}
    |#default=Set this entity's angles.
    |zh=设置此实体的角度。
    }}
}}|param=angles|since={{as}}|nofgd=1}}


== Outputs ==
== Outputs ==
{{O|OnUser1|to=OnUser4|{{#switch:OnUser1To4Desc
{{O|OnUser1|to=OnUser4|这些输出分别在相应编号的 FireUser1 到 FireUser4 输入触发时触发;参见 {{L|User Inputs and Outputs|用户输入和输出}}。}}
|Base={{#switch:{{Language}}
OnKilled|only={{l4d}}|当实体被击杀并从游戏中移除时触发此输出。}}
    |#default=Base
    |zh=基础
    }}
|OnUser1To4Desc={{#switch:{{Language}}
    |#default=These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see [[User Inputs and Outputs]].
    |zh=这些输出分别在相应编号的 FireUser1 到 FireUser4 输入触发时触发;参见 {{L|User Inputs and Outputs|用户输入和输出}}。
    }}
|OnKilledL4D={{#switch:{{Language}}
    |#default=OnKilled
    |zh=OnKilled
    }}
|OnKilledL4DDesc={{#switch:{{Language}}
    |#default=This output fires when the entity is killed and removed from the game.
    |zh=当实体被击杀并从游戏中移除时触发此输出。
    }}
|OnKilledS2={{#switch:{{Language}}
    |#default=OnKilled
    |zh=OnKilled
    }}
|OnKilledS2Desc={{#switch:{{Language}}
    |#default=This output fires when the entity is killed and removed from the game. Parameter is the inflictor.
    |zh=当实体被击杀并从游戏中移除时触发此输出。参数是造成伤害者。
    }}
}}}}
{{#switch:OnKilledL4D
|Base={{#switch:{{Language}}
    |#default=Base
    |zh=基础
    }}
|OnUser1To4Desc={{#switch:{{Language}}
    |#default=These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see [[User Inputs and Outputs]].
    |zh=这些输出分别在相应编号的 FireUser1 到 FireUser4 输入触发时触发;参见 {{L|User Inputs and Outputs|用户输入和输出}}。
    }}
|OnKilledL4D={{#switch:{{Language}}
    |#default=OnKilled
    |zh=OnKilled
    }}
|OnKilledL4DDesc={{#switch:{{Language}}
    |#default=This output fires when the entity is killed and removed from the game.
    |zh=当实体被击杀并从游戏中移除时触发此输出。
    }}
|OnKilledS2={{#switch:{{Language}}
    |#default=OnKilled
    |zh=OnKilled
    }}
|OnKilledS2Desc={{#switch:{{Language}}
    |#default=This output fires when the entity is killed and removed from the game. Parameter is the inflictor.
    |zh=当实体被击杀并从游戏中移除时触发此输出。参数是造成伤害者。
    }}
}}|only={{l4d}}|{{#switch:OnKilledL4DDesc
|Base={{#switch:{{Language}}
    |#default=Base
    |zh=基础
    }}
|OnUser1To4Desc={{#switch:{{Language}}
    |#default=These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see [[User Inputs and Outputs]].
    |zh=这些输出分别在相应编号的 FireUser1 到 FireUser4 输入触发时触发;参见 {{L|User Inputs and Outputs|用户输入和输出}}。
    }}
|OnKilledL4D={{#switch:{{Language}}
    |#default=OnKilled
    |zh=OnKilled
    }}
|OnKilledL4DDesc={{#switch:{{Language}}
    |#default=This output fires when the entity is killed and removed from the game.
    |zh=当实体被击杀并从游戏中移除时触发此输出。
    }}
|OnKilledS2={{#switch:{{Language}}
    |#default=OnKilled
    |zh=OnKilled
    }}
|OnKilledS2Desc={{#switch:{{Language}}
    |#default=This output fires when the entity is killed and removed from the game. Parameter is the inflictor.
    |zh=当实体被击杀并从游戏中移除时触发此输出。参数是造成伤害者。
    }}
}}}}

Revision as of 11:41, 26 September 2024

Keyvalues

Collisions (solid) <choices>
该实体的碰撞方式。
Name (targetname) <string>
其他实体用来指代该实体的名称。
Parent (parentname) <targetname>
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。 (parentname [targetname],[attachment]
Tip.pngTip:转换至下一张地图的实体关系会依然存在。
Tip.pngTip:一些不适合做父实体的实体可能难以运行,利用phys_constraint可以解决。
Origin (X Y Z) (origin) <coordinates>
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.pngNote:Hammer 不会仅在编辑器中相应地移动实体。
Pitch Yaw Roll (Y Z X) (angles) <angle>
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.pngNote:尽管 Hammer 不显示新角度,但其仍然适用于固实体。
Classname (classname) <string> !FGD
确定实体之前它生成的特征。
Tip.pngTip:使用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!
Spawnflags (spawnflags) <flags> !FGD
实体所具有的标志/标签,依实体所具有而定。
Effects (effects) <flags> !FGD
要使用的效果标志的组合。
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
在所有实体生成后执行的 VScript简体中文 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。
Think function (thinkfunction) <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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昂贵的操作,因为它可能会导致性能问题。
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
设置为以延迟补偿此实体。应该非常谨慎地使用!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
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。


Inputs

AddContext <string>
将此实体添加到响应上下文列表中。参见 上下文
AddOutput <string>
为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式: {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " |

|

// 更改键值的格式 "AddOutput [键] [值]"
//// 原始文本
"OnUser1" "!self,AddOutput,targetname new_name"

// 添加输出的格式 "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// 参数可以留空但仍应包含空的空白
//// 原始文本
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"

|}

ClearContext
从此实体的列表中移除所有上下文。
ClearParent
从运动层次结构中移除此实体,使其可以独立移动。
FireUser1 to FireUser4
触发相应的OnUser输出;参见 User Inputs and Outputs
Kill
从世界中移除此实体及任何附属于它的实体。
KillHierarchy
功能与Kill相同,但此实体和任何附属于它的实体在同一帧内被击杀,比Kill输入稍快。
RemoveContext <string>
从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
SetParent <string>
与此实体一起移动。参见 Entity Hierarchy (parenting)
SetParentAttachment <string>
将此实体更改为附加到其父级上的特定attachment点。实体将被传送,以便其根bone的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
SetParentAttachmentMaintainOffset <string>
如上所述,但不进行传送。实体保留相对于附件的当前位置。
Use  !FGD
与玩家调用+use相同;在大多数情况下没有效果。
SetTeam <integer> !FGD
更改此实体的团队。
TeamNum <integer> !FGD
此输入更改TeamNum属性的值。
DispatchResponse <string> !FGD
向实体分发响应。参见 ResponseConcept
DispatchEffect <string> (removed since Left 4 Dead) !FGD
从实体的原点分发特殊效果;另见 List of Client Effects。自Left 4 Dead以来被particle系统取代。
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
从磁盘执行VScript文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
调用在接收实体的作用域中定义的VScript函数。
TerminateScriptScope  (only in Team Fortress 2) !FGD
销毁接收实体的脚本作用域。
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
设置此实体的角度。

Outputs

OnUser1 to OnUser4
这些输出分别在相应编号的 FireUser1 到 FireUser4 输入触发时触发;参见 用户输入和输出(en)

OnKilled|only=Left 4 Dead|当实体被击杀并从游戏中移除时触发此输出。}}