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Combined display of all available logs of Valve Developer Community. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

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  • 05:43, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Replace Textures Dialog (Created page with "{{LanguageBar|Hammer Replace Textures Dialog|title=贴图替换对话框}} File:hammer_replacetexturesdialog.png == 查找设置 == * '''查找字段''':输入要替换的贴图名称 * '''浏览按钮''':从{{L|Texture Browser|贴图浏览器}}选择参考贴图 == 替换设置 == * '''替换字段''':输入目标替换贴图名称 * '''浏览按钮''':从贴图浏览器选择新贴图 == 作用范围 == * '''全部对象''':影响地图中所有对象...")
  • 05:41, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Tools Menu (Created page with "{{LanguageBar|Hammer Tools Menu|title=Hammer工具菜单}} thumb|right|工具菜单 == 核心工具 == === 雕刻工具 {{key|Ctrl|Shift|C}} === {{warning|此工具会切割'''所有'''接触的物体,建议改用顶点编辑或静态模型。雕刻工具是Quake1引擎遗留功能,会产生破碎几何体。}} {{tip|[https://gamebanana.com/tuts/12645 替代方案教程]}} === 空心化 {{key|Ctrl|H}} === 打开{{L|Hammer_Make_Hollow_D...")
  • 05:37, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer New Objects Toolbar (Created page with "{{LanguageBar|Hammer New Objects Toolbar|title=Hammer新建对象工具栏}} {{ACategory|Hammer Toolbars}} '''新建对象工具栏'''控制Hammer中多种对象的创建方式,包括{{L|entity|实体}}、{{L|prefab|预制件}}和{{L|brush|笔刷}}。根据当前操作模式({{L|#Primitives Mode|基础几何体}}、{{L|#Entities Mode|实体}}或{{L|#Prefabs Mode|预制件}}),工具栏会显示对应选项。 == 核心功能 == * '''toWorld {{key|Ctrl|Shift|W}}'...")
  • 05:35, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Entity Tool (Created page with "{{LanguageBar|Hammer Entity Tool|title=Hammer实体工具}} float|left 此工具用于在场景中放置基于{{L|Entity|点实体}}。点实体仅存在于空间某一点,其效果不依赖于笔刷几何体。 选中'''实体工具'''后,{{L|Hammer New Objects Toolbar|新建对象工具栏}}将显示可选实体列表。选择实体类型后: - 在2D视图中点击并按{{key|Enter}}放置 - 在3D视图中点击笔刷表面可直接将...")
  • 05:30, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Block Tool (Created page with "{{LanguageBar|Hammer Block Tool|title=Hammer笔刷工具}} float|left 这是Hammer中最基础的{{L|Basic Construction|笔刷创建工具}}。'''笔刷工具'''可用于创建多种{{L|Primitive|基础几何体}},也能用于放置{{L|prefab|预制件}}。选中工具后,{{L|Hammer New Objects Toolbar|新建对象工具栏}}会显示可选对象列表。 == 创建笔刷 == right 创建{{L|brush|笔刷}}的四个基...")
  • 05:27, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Clipping Tool (Created page with "{{LanguageBar|Hammer Clipping Tool|title=Hammer剪切工具}} float|left '''剪切工具'''允许使用''剪切平面''分割当前选中的笔刷。该工具能精确切割实体,并保留任意部分,比{{L|Carve Tool|雕刻工具}}或{{L|Vertex manipulation|顶点编辑}}更高效。可选择仅分割笔刷或直接切除部分。 == 使用方法 == # 用{{L|Selection Tool|选择工具}}选中目标笔刷 # 在{{L|MapTools|地图工具}}...")
  • 05:27, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Clipping (Created page with "{{LanugageBar}} {{disambig}} '''剪切'''(Clipping)可能指以下内容: * {{L|Hammer Clipping Tool}} - 用于沿剪切平面分割笔刷的工具 * 应用了{{L|Clip texture}}的笔刷创建 ** {{Left 4 Dead}}相关:{{L|L4D Level Design/Clip Brushes}} ** {{Team Fortress 2}}相关:{{L|TF2 Design Theory#Clipping|TF2设计理论-剪切}} {{ACategory|Hammer Tools}}")
  • 05:25, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Arch Properties (Created page with "{{LanguageBar|Hammer Arch Properties|title=Hammer弧形工具属性}} {{ACategory|Hammer Tools}} '''弧形工具'''可快速创建复杂曲线结构(如拱门/螺旋楼梯),图形预览窗口实时显示参数调整效果。 File:Hammer_Arch_Dialog.png == 功能参数 == === 预览 === 实时更新当前设置的弧形预览图。 === 墙体宽度 === 定义弧形单块组件的宽度。 {{note|负值可扩展弧形外径}} === 分段数量 === 取值范围...")
  • 05:24, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Creating a Curved Hallway (Created page with "{{LanguageBar|Creating a Curved Hallway|title=弧形走廊制作教程}} __TOC__ Hammer编辑器的{{L|Hammer Arch Properties|弧形工具}}能创建平滑的空间过渡,打破"方块化"设计。本教程将演示弧形走廊的制作方法。 {{note|建议先熟悉{{L|Hammer Arch Properties}}页面再继续。}} :示例包含两组笔刷:两堵16单位厚、512单位长的墙面呈直角相交(交点已被{{L|Clipping|裁剪工具}}处理),地板长度相...")
  • 05:21, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Gel (Portal 2) (Created page with "{{LanguageBar|Gel (Portal 2)|title=凝胶系统(传送门2)}} thumb|right|300px|三种基础凝胶:弹跳(蓝)、加速(橙)、转化(灰) thumb|300px|空中飞溅的弹跳凝胶 '''凝胶'''(Gel/Paint)是{{L|Portal 2}}的核心解谜机制,通过{{L|droppers}}以粘稠团块或炸弹包形式释放。接触大多数表面后会改变其物理特性,但玻璃不可染色,栅格...")
  • 05:14, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Gel (Redirected page to Zh/Gel (Portal 2)) Tag: New redirect
  • 05:12, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop weighted cube (Created page with "{{LanguageBar|prop_weighted_cube|title=加权存储方块实体}} thumb|right|500px|光圈科技加权存储方块的类型 {{this is a|model entity|name=prop_weighted_cube|game=Portal 2}} 该实体代表各种类型的加权存储方块,包括能折射{{L|Thermal Discouragement Beam|热 discouragement 光束}}的劝导型方块。可被{{L|gel|凝胶}}染色。 {{note|怪物方块属于独立实体 {{L|prop_monster_box}}。}} {{tip|[ht...")
  • 05:10, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Dropper (Portal 2) (Created page with "{{LanguageBar|Dropper (Portal 2)|title=掉落装置(传送门2)}} thumb|right '''掉落装置'''是{{L|Portal 2|传送门2}}中的谜题元素,用于释放{{L|gel|凝胶}}和{{L|Cube_(Portal_2)|方块}}等物体。可连接至{{L|button (Portal 2)|按钮}}或其他输入设备。 == 创建掉落装置 == 1. 创建 {{L|func_instance}} 实体并设置以下属性: ::{| class=standard-table ! 属性名 || 值 |- | Fix up Name || box_droppe...")
  • 05:00, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Creating a wake-up bed (Created page with "{{LanguageBar|Creating_a_wake-up_bed|title=创建苏醒床}} {{DISPLAYTITLE: Portal - 教程 - 床}} {{L|Portal Level Creation|返回关卡创建}} == 介绍 == 创建苏醒床非常简单。如果您反编译了第一关并进行分析,可能会注意到其中有许多使过程复杂化的多余实体。 ===模型=== 创建两个 prop_dynamic 实体:一个使用 ''models\props\bed_body_reference.mdl'',另一个使用 ''models\props\bed_cover_reference.mdl''。...")
  • 04:51, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Day of Defeat: Source Level Creation (Redirected page to Category:Zh/Day of Defeat: Source level design) Tag: New redirect
  • 04:51, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Day of Defeat: Source level design (Created page with "{{LanguageBar|DODS_Level_Design|title=胜利之日:Source 关卡设计}} __NOTOC__ 本文专注于{{dods|4}}的关卡设计,通用地图制作教程请参见{{LCategory|Level Design|关卡设计分类}}。 {{category header | background-color=#E0E0E0 | border-color=lightgray}} {{category newcolumn | rowspan=1 | width=50% | background-color=#F7F7F7 | border-color=lightgray}} == 新手入门 == *{{L|Bullet_Penetration_in_Day_of_Defeat:_Source|子弹穿透系统}} *{{L...")
  • 04:49, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/General Sites (Created page with "{{LanguageBar|Modding_Resources|title=模组开发资源站点}} <!-- 编者注:本页资源最终应归类至下方具体分类中(允许重复收录),待页面清空后可删除 --> == 综合资源 == * {{L|http://steamcommunity.com/app/211/discussions|Source SDK官方论坛}}(已关闭{{L|http://www.chatbear.com/board.plm?b=668&v=flatold|VERC社区论坛}}存档) * {{L|http://www.moddb.com|ModDB}} - 全球最大模组数据库,含{{L|https://www.indiedb....")
  • 04:46, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Advanced Lighting (Created page with "{{LanguageBar|Light_Entities|title=光源实体系统}} {{category header}} {{category newcolumn}} === {{ent|light_dynamic}} === link=light|left 可移动的动态光源,能实时改变位置和照射目标。作为引擎中计算开销最大的光源类型,建议谨慎使用。 {{note|该实体实际包含两个光源:锥形光+聚光灯,部分参数可能仅影响其中一种}}{{clr}} {{category cell}} === {{ent|env_particlelight}} === ...")
  • 04:44, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Dark Messiah Level Creation (Redirected page to Category:Zh/Dark Messiah level design) Tag: New redirect
  • 04:44, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Dark Messiah level design (Created page with "{{LanguageBar|Dark Messiah level design|title=黑暗弥赛亚关卡设计}} {{dm}} 本文专注于{{L|Dark Messiah of Might and Magic|黑暗弥赛亚}}的关卡设计。常规地图制作教程请参见{{LCategory|Level Design|关卡设计分类}}。 __NOTOC__ {{category header | background-color=#E0E0E0 | border-color=lightgray}} {{category newcolumn | rowspan=1 | width=50% | background-color=#F7F7F7 | border-color=lightgray}} == 入门指南 == * {{L|Dark Messiah: Si...")
  • 04:42, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger Events Between Levels (Created page with "{{LanguageBar|Cross-Map_Entity_Control|title=跨地图实体控制指南}} {{Note|本文适用于单人模式,多人游戏不适用{{L|trigger_changelevel}}。回合制多人游戏可使用相同实体修改下回合设置,详见底部{{L|#External links|外部链接}}。}} 当关卡逻辑复杂度超出引擎限制时(如按钮控制灯光),可通过{{L|env_global}}实现跨地图的实体控制。本文假设您已掌握基础地图切换设置。 == 单次...")
  • 04:39, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Filter Applications (Created page with "{{LanguageBar|Filter_Applications|title=过滤器应用指南}} {{Underlinked|date=January 2024}} == 过滤器应用场景 == 本教程讲解Source引擎基础实体类'''过滤器(Filters)'''的用途。这套强大的实体系统能基于目标名称(targetname)、类名(classname)、伤害类型(damagetype)或其组合条件来触发特定行为,在关卡设计中具有广泛用途。例如在设计夺旗模式(CTF)地图时,就需要用过滤...")
  • 04:37, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Dimensions (Created page with "{{LanguageBar|Dimensions|title=游戏尺度标准}} {{disambig}} <!-- 主分类应添加到主页面,此处仅保留导航功能 --> * {{gldsrc|4}}引擎游戏: ** {{L|GoldSrc Dimensions|GoldSrc标准尺度}} *** {{cs|4}}、{{czero|4|nt=3}}和{{czeror|4|nt=3}}专属尺度参见{{L|GoldSrc Dimensions#Counter-Strike|反恐精英特别规范}} *** {{dod|4}}尺度参见{{L|Day of Defeat Mapper's Reference|胜利之日地图制作参考}} *** {{ricochet|4}}补充规范...")
  • 04:35, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Nodegraph (Created page with "{{LanguageBar|Nodegraph|title=节点导航图系统}} {{toc-right}} '''节点导航图(nodegraph)'''是地图中专用于辅助非玩家角色实时寻路的特殊组件。它由手动放置的"节点"和自动生成的连接线构成,在加载包含NPC的地图时会自动生成。 每个节点代表地图上一个NPC可移动的精确位置。游戏会自动在相邻节点间生成"连接线",NPC通过连接线在节点间移动(不一定沿直线...")
  • 04:33, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Introduction to AI (Created page with "{{LanguageBar|AI|title=人工智能系统}} {{ACategory|AI|人工智能}} AI({{L|Wikipedia:Artificial Intelligence|人工智能}})控制着 Source 引擎中除最简单行为外所有 NPC 的行为。无论您觉得对抗联合军多么容易,当您开始使用 Source 的 AI 系统后,很快就会认识到它的强大、智能和灵活性。本入门指南将从实现角度简要介绍 AI 系统。请注意,目前没有官方 AI 文档:本分类下几乎所...")
  • 04:30, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Texture (Created page with "{{LanguageBar|Texture|title=纹理}} {{ACategory|Glossary|术语表}} {{ACategory|Material System|材质系统}} {{distinguish|Material|desc1=游戏实际读取的文件}} '''纹理(Texture)'''在游戏引擎中是指二维的光栅图像。Source引擎中的纹理以{{L|Valve Texture Format|Valve纹理格式}}存储,除极少数例外情况外,通常都通过{{L|Material|材质}}间接调用。 虽然最常见的纹理类型是{{L...")
  • 04:30, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Material (Created page with "{{LanguageBar|Material|title=材质}} {{distinguish|Texture|desc1=实际显示的图像}} {{stub}} == 概述 == 材质是引擎用来决定显示内容的文件。一个材质包含以下信息:要绘制哪些纹理、如何绘制它们、如何处理被绘制的纹理以及它应该如何反应。材质不同于纹理(Texture),后者才是实际被绘制的图像。 材质在{{src|4}}和{{src|2}}中的概念相同,但定义在不同的文件中: * {{src|4}...")
  • 04:28, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Choreography creation (Created page with "{{LanguageBar|Choreography creation|title=动作编排创作}} {{source topicon}} {{choreotut}} 本教程涵盖在{{source|4}}引擎游戏或模组中创建编排场景(简称'''场景''')的方法。它将引导您完成整个编排流程,最终使您能够从零开始创建场景。 但请注意,这并非一站式解决方案。虽然未涵盖所有技术或界面功能,但可以确保被省略的内容都是非必需的。 {{bugfix|(仅限Source SDK) {{f...")
  • 04:20, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Model (Redirected page to Zh/3D model) Tag: New redirect
  • 04:19, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/3D model (Created page with "{{LanguageBar|3D model|3D模型}} {{Source topicon}} thumb|在[[Softimage Mod Tool中编辑模型]] '''3D模型'''(以下简称"模型")是由顶点构成的3D网格结构,通常由多边形面片覆盖并应用{{L|material|材质}}。在Source引擎中,几乎所有非{{L|brush|笔刷}}几何体的对象都是模型,包括: * NPC角色 * 物理对象 * 武器 * 部分建筑结构 == 模型制作流程 == 1. 使用外部建...")
  • 04:09, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Valve Map Format (Redirected page to Zh/VMF (Valve Map Format)) Tag: New redirect
  • 04:04, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Smoothing Groups Dialog (Created page with "{{LanguageBar|Hammer Smoothing Groups Dialog|Hammer平滑组对话框}} {{ACategory|Hammer对话框}} '''平滑组对话框'''用于定义在编译时将被视为连续平滑表面的一组面。 File:Face_Edit_Smoothing.png == 平滑组概述 == Source引擎可通过平滑组使多个面呈现连续的光照效果。要正确实现平滑效果,面必须满足以下条件: 1. 必须共享公共边 2. 光照贴图必须相互对齐 3. {{L|Hammer Face Edit Dialo...")
  • 03:51, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prefab (Created page with "{{LanguageBar}} '''预置件'''(Prefab)是由多个部件(笔刷、模型或实体元素)组成的可重复使用的预制对象。预置系统允许您存储关卡片段以便快速复用,典型应用包括走廊、立柱、特殊实体配置等。 预置件实质是仅包含预置内容的小型地图文件(.{{L|VMF}}),通常存储在{{path|\sourcesdk\bin\prefabs}}目录下供{{L|Valve Hammer Editor|Hammer}}调用。{{note|橙盒引擎游戏需使用{...")
  • 03:17, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/VMF (Valve Map Format) (Created page with "{{LanguageBar}} {{tabsBar|main=MAP}} The '''Valve Map Format''' ('''VMF''') is a plain-text file format that stores raw (pre-compile) map data, used by the Valve Hammer Editor (since version 4.0) to save production-stage maps and prefabs. It contains information on all map brushes and entities in the KeyValues format stored with a ".vmf" extension. A .vmf file is the source code of a map designed for use in the engine. Like any source file it must...")
  • 02:15, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/MAP (file format) (Created page with "{{LanguageBar|MAP|title=地图文件格式}} {{tabsBar|main=MAP}} {{non-valve engine|engine|本文涵盖所有主流MAP文件格式变体(不限于{{gldsrc|2}}所用版本),全面解析该格式并说明兼容性问题的复杂性}} {{stub}} '''MAP文件格式'''是{{gldsrc|4.1}}、{{idtech2|4.1}}、{{idtech3|4.1}}和{{idtech4|4.1}}通用的纯文本格式,用于存储实体与场景几何数据({{idtech4|3.1}}引擎甚至可直接读取)。{{src|4.1}}的{{L|...")
  • 02:12, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/BSP (Created page with "{{LanguageBar|BSP|title=二进制空间分割}} {{disambig}}{{seealso|{{L|VMAP}},{{source2|4}}使用的全新地图格式(完全取代旧版引擎的BSP格式)}} '''BSP'''即{{L|Binary Space Partitioning|二进制空间分割}}技术,亦可指代以下采用{{code|.BSP}}扩展名的编译地图格式: * {{gldsrc}} {{L|BSP (GoldSrc)|BSP30}}(GoldSrc引擎使用) ** {{quake}} {{L|BSP (Quake)|BSP29}}(Quake引擎使用,GoldSrc格式的前身) ** {{quake}...")
  • 02:11, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Map (level design) (Created page with "{{LanguageBar|Map|title=地图}} {{stub}} '''地图'''是游戏中的独立''场景''。当游戏提示正在加载内容时,通常就是在加载新地图。 ==另见== * {{L|BSP}} * {{L|MAP}} * {{L|VMF}} * {{L|VMAP}} * {{L|Hammer|锤子编辑器}} {{ACategory|Glossary}}")
  • 02:07, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Source Engine Features (Created page with "{{LanguageBar|Source|title=起源引擎特性}} {{For|{{src2|4.1}}引擎特性|{{L|Source_2#Features|起源引擎2特性}}}} thumb|caption|right|400px|起源引擎实战场景 == 渲染系统 == {{source|4}}引擎拥有疾如闪电、稳如磐石且灵活多变的渲染技术。业界顶尖的着色器渲染能力助您游刃有余地驾驭复杂场景。起源引擎渲染器妙用多核/SIMD等先进处理器技术,配合{{L|Direct3D}}、{{L...")
  • 00:31, 27 June 2025 WoShiGeNiCheng talk contribs created page Valve Developer Community:Zh/Community portal (Created page with "{{LanguageBar|Community_Portal|title=社区门户}} {{Subpage|Help:Contents}} {{shortcut|VDC:CP}} {{Background | file = HL2 GamepadUI - Chapter 1.jpg | opacity = 0.13 | gradient-height = 250px }} <div style="display:flex; flex-direction:column; gap:.8em; align-items:center; margin-top:2em; margin-bottom:3em"> <span style="color:rgb(255 255 255 / 80%); font-weight:bold; font-size:1.75em">欢迎来到社区门户!</span> <span style="color:rgb(255 255 255 /...")
  • 00:29, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Valve Developer Community (Created page with "{{LanguageBar|VDC_Category|title=Valve开发者社区分类导航}} {{VDC-navbox}} 这是Valve开发者社区分类体系中的顶级分类(因此自身不归属于任何分类)。它包含的子分类将帮助用户浏览百科内容。 {{ACategory|Valve Developer Community|Valve开发者社区}}")
  • 00:23, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Third Party Source Tools (Created page with "__HIDDENCAT__ {{:Category:Zh/Third Party Tools}} {{sdktools|cat=0|0}} {{ACategory:Third Party Tools}} {{ACategory:Source Tools}}")
  • 00:20, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic compare (Created page with "{{Underlinked|date=January 2024}} {{LanguageBar|logic_compare|title=逻辑比较器}} left {{CD|CLogicCompare|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_compare}} 用于比较两个数值("value"和"compare value")的关系并触发相应{{L|#Outputs|输出}}。 计算公式:(''value'' - ''compare value'') {{clr}} == 键值 == {{KV Targetname}} {{KV|Initial value|intn=InitialValue|integer|基准值的初始数值}} {{...")
  • 00:19, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Troubleshooting Outputs (Created page with "{{LanguageBar|Viewing_Inputs|title=查看输入}} {{stub}} ==== 查看输入 ==== thumb|right|输入标签页 1. 双击需要查看的实体 2. 切换到"Inputs"标签页 3. 此处显示该实体接收的所有输入信息 **调试用途**: - 排查实体连接错误 - 验证输入参数是否正确 - 检查输入触发时序 {{Note|当输出项显示红色叉号时,表示Hammer检测到配置错误}} ==== I/O队列 ==== 属性窗口底部...")
  • 00:15, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Variable (Redirected page to Zh/Wikipedia:Variable (computer science)) Tag: New redirect
  • 00:15, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Real (Created page with "{{LanguageBar|real|title=实数}} '''实数'''是一种可以存储整数和小数的{{L|variable|变量}}类型(例如{{L|float}}和double类型)。 使用实数的缺点在于它比{{L|integer}}类型占用更多存储空间,适用于需要高精度的数值计算场景,例如: * 坐标点(图表或地图) * 距离测量 * 其他需要精确测量的数值 {{ACategory|Variables|变量类型}}")
  • 00:14, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Float (Created page with "{{LanguageBar|float|title=浮点数}} <code>float</code>(全称"浮点数值")是指包含非零小数部分的数字(如3.5123),与仅存储整数的<code>integer</code>(如3)形成对比。 == 参见 == * {{L|Integer|整数}} * {{L|Real|实数}} {{ACategory|variables|变量类型}} {{stub}}")
  • 00:10, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Tf2 (Redirected page to Zh/Team Fortress 2) Tag: New redirect
  • 00:08, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/!picker (Redirected page to Zh/Targetname#Keywords) Tag: New redirect
  • 00:08, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Ent fire (Created page with "{{LanguageBar|ent_fire|title=ent_fire命令}} {{This is a|控制台命令|name=ent_fire}} 该命令用于触发实体的{{L|Inputs and Outputs|输入}},是程序员和地图制作者调试实体逻辑的核心工具。 {{warning|多人游戏中仅服务器/监听服务器主机可使用ent_fire}} {{note|在{{L|tf2}}等游戏中需改用{{code|script EntFire()}}命令: {{example|{{code|script EntFire("player", "SetHealth", "1", 5.0)}}}} == 使用方法 == {{pre|ent_...")
  • 00:01, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/AddOutput (Created page with "{{LanguageBar|AddOutput|title=AddOutput输入}} {{TabsBar|main=s2|base=AddOutput}} {{This is a|input|name=AddOutput}} 主要用于为实体的现有{{L|output}}注册额外动作,即"添加"输出。 语法: <syntaxhighlight lang=text><输出> <目标>:[输入]:[参数覆盖]:[延迟]:[触发次数(-1或0=无限,1=一次...)]</syntaxhighlight> * < > = 必填参数 * [ ] = 可选参数(若省略后续参数可不写冒号) * 输出 - 实体已有的输出项 *...")
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