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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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  • 23:41, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal Level Creation (Redirected page to Category:Zh/Portal level design) Tag: New redirect
  • 23:40, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic gate (Created page with "{{LanguageBar|logic_gate|title=逻辑门}} '''逻辑门'''是用于对多个{{L|boolean|布尔值}}{{L|input|输入}}执行逻辑运算并生成单一{{L|output|输出}}的模型。在游戏中可用于实现如"仅当特定按钮组处于特定开关状态时才开门"等复杂逻辑。 == 实现原理 == 在{{L|Source|起源}}引擎中,可通过组合{{L|logic_branch}}和{{L|logic_branch_listener}}实体实现逻辑门功能: 1. **输入设备**(如按钮)状...")
  • 23:36, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic branch listener (Created page with "{{LanguageBar|logic_branch_listener|title=logic_branch_listener(逻辑分支监听器)}} {{CD|CLogicBranchList|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_branch_listener}} 用于监听多个{{L|logic_branch}}实体的状态变化,当任意分支状态改变时触发输出。可实现多条件联合判断。 == 键值 == {{KV|Logic Branch 01|to=Logic Branch 16|intn=Branch01|intn2=Branch16|target_destination|要监听的logic_branch实体名称(最...")
  • 23:35, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Boolean (Created page with "{{LanguageBar|boolean|title=布尔值}} '''布尔值'''是编程中表示开关状态的逻辑值,只能为"开"或"关"两种状态。在不同语境下的表示方式: * 启用状态:<code>true</code> 或 <code>1</code> * 禁用状态:<code>false</code> 或 <code>0</code> 不同引擎组件中的使用规范: * C++代码:通常使用<code>true/false</code>(占1字节) * {{L|hl|2}}原版SDK:使用<code>BOOL</code>类型(实际为4字节整型) *...")
  • 23:33, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic branch (Created page with "{{LanguageBar|logic_branch|title=logic_branch(逻辑分支实体)}} {{CD|CLogicBranch|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_branch|sprite=1}} 用于测试{{L|boolean|布尔值}}并根据结果(真/假)触发不同的{{L|output|输出}},可实现事件分支逻辑。 {{note|大于1的值会被视为0}} == 键值 == {{KV Targetname}} {{KV|Initial value|boolean|intn=InitialValue|布尔值的初始值(0或1)}} == 输入 == {{I|SetValue|设...")
  • 23:24, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Non-FGD features (Created page with "{{LanguageBar|Non-FGD_features|title=非FGD功能实现}} {{TabsBar|main=Hammer}} right frame|right|禁用SmartEdit后的键值标签页 {{L|FGD}}文件告知{{L|hammer}}引擎中存在的{{L|entity}}及其{{L|keyvalues}}、{{L|inputs}}、{{L|outputs}}和{{L|flags}}。若实体信息未包含在FGD中,仍可通过Hammer手动添加。 == 实体 == 添加非FGD实体: 1. 在classname框输入完整实体名...")
  • 23:17, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic timer (Created page with "{{LanguageBar|logic_timer|title=logic_timer}} {{TabsBar|main=s2|base=logic_timer}} {{CD|CTimerEntity|base=CLogicalEntity|file1=logicentities.cpp}} {{This is a|逻辑实体|name=logic_timer|sprite=1}} 按固定或随机间隔触发{{L|output|输出}}。可设置为交替触发"OnTimerHigh"和"OnTimerLow"输出。(为方便可以说成高电和低电) {{Tip|配合{{L|logic_case}}使用可实现高度随机事件。}} == 键值 == {{KV Targetname}} {{KV|Use Random Time|int...")
  • 22:59, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Setting up an Output (Created page with "{{LanguageBar|Setting up an Output|title=创建一个输出}} == 创建输出 == thumb|Hammer的"对象属性"对话框 1. 双击需要发送输出的实体 2. 切换到<b>Outputs</b>标签页 3. 点击<b>Add</b>按钮,所有灰色选项将变为可编辑状态 == 参数说明 == 参数以<b>下拉框</b>和<b>复选框</b>形式呈现: {| class="wikitable" |- ! 参数 !! 说明 |- | My Output Named || 触发该输出需要满足的条件...")
  • 22:52, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic auto (Created page with "{{LanguageBar|logic_auto|title=逻辑自动}} {{TabsBar|main=Logic auto}} {{this is a|逻辑实体|name=logic_auto|sprite=1}} {{CD|CLogicAuto|file1=logicauto.cpp}} 地图加载后立即触发{{L|Inputs and Outputs#Outputs|输出}},不同于大多数需要等待输入的{{L|Entity|实体}}。可设置为检查{{L|env_global|全局状态}}后再触发,从而实现跨地图事件联动。 {{warning|直接操作{{L|player|玩家}}可能导致访问冲突,因为输出...")
  • 22:18, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/IO System (Created page with "{{LanguageBar|Inputs_and_Outputs|title=输入输出系统}} __NOTOC__ left|link= 本分类包含Source引擎输入输出(I/O)系统的完整指南。 {{category header}} {{category newcolumn}} ==I/O系统概述== *{{L|Inputs and Outputs|输入与输出}} *{{L|Setting up an Output|设置输出}} *{{L|Troubleshooting Outputs|输出故障排除}} *{{L|User Inputs and Outputs|用户输入输出}} *{{L|AddOutput|AddOutput输入输出}} ==主要输...")
  • 22:16, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Choreography (Created page with "{{LanguageBar|Choreography|title=角色动画编排}} 利用Source引擎强大的动画编排技术,让游戏角色栩栩如生。 主要教程请参阅{{L|Choreography creation|动画编排创建}}。 {{ACategory|Modding}} {{ACategory|entry pages}}")
  • 22:12, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official Source 2 Tools (Created page with "__HIDDENCAT__ {{LanguageBar|Category:Official Source 2 Tools|起源2引擎官方工具}} {{:Category:Zh/Official Tools|engine tpl = source2}} {{sdktools/source2}} {{ACategory|Official Tools}}")
  • 22:00, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official GoldSrc Tools (Created page with "__HIDDENCAT__ {{LanguageBar|Category:GoldSrc_Tools|title=GoldSrc官方工具分类}} {{subpage|{{L|Half-Life SDK}}}} {{:Category:Zh/Official Tools}} {{goldsrc sdktools}} {{ACategory|Official Tools}} {{ACategory|GoldSrc Tools}}")
  • 21:56, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official Source Tools (Created page with "{{:Category:Official Tools|engine tpl = source}} {{Tip|Template {{T|Sdktools}} automatically adds the page to this category.}} {{sdktools|cat = 0}} Category:Official Tools")
  • 21:41, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official Tools (Created page with "{{LanguageBar|Category:Tools|title=分类:工具}} {{lang}} __NOTOC__ {{ACategory|Tools}} {{ACategory|Entry pages}} <onlyinclude><p style="text-align: center"> {{LCategory|Official Tools|通用工具}} · {{LCategory|Official GoldSrc Tools|GoldSrc工具}} · {{LCategory|Official Source Tools|Source引擎工具}} · {{LCategory|Official Source 2 Tools|Source 2工具}} </p> <p style="text-align: center"> 此处展示的工具均由{{L|Valve}...")
  • 21:36, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Category:Official Source Tools (Created page with "{{LanguageBar|Category:Official_Tools|title=官方工具}} {{:Category:Official Tools|engine tpl = source}} {{Tip|模板 {{T|Sdktools}} 会自动将页面添加到此分类中。}} {{sdktools|cat = 0}} {{ACategory|Official Tools}}")
  • 08:15, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Instances (Redirected page to Zh/Instance) Tag: New redirect
  • 07:52, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Behind the Scenes (Portal 2) (Created page with "{{LanguageBar|Portal 2|制造区主题}} {{Portal 2 theme menu}} == 主题描述 == right|thumb|300px|制造区典型的管道运输系统 这个{{L|Portal 2|传送门2}}的'''制造区主题'''主要出现在: * 单人战役的工厂章节 * 测试室之间的过渡区域 * 实验室逃生序列 '''主要特征''': * 未完工的建筑结构(混凝土/金属墙面) * 裸露的机械装置和{{L|Catwalk (Portal 2)|钢架走道}} * {{L|D...")
  • 07:37, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Emancipation Grid (Created page with "{{LanguageBar|Emancipation Grid|title=分解网}} {{Portal topicon}}{{p2 topicon}} right|thumb|350px|"请注意出口处发光的粒子场。" <br>- '''广播员''' {{L|Emancipation Grid|解放网格}}(又称'''解放栅栏'''或更常见的'''嘶嘶器''')是{{L|Portal|传送门}}和{{L|Portal2|传送门2}}中的特殊能量场,它能重置玩家的传送枪(摧毁所有传送门)并蒸发接触到的其他物体,同时也会...")
  • 07:24, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/P2 Multichunk Tool (Created page with "{{pov}} {{p2 topicon}} {{portal2}} '''P2多分包工具(P2Multichunker)'''为Portal 2模组提供便捷的多分包资源打包方案。 ::{{Warning|通过修改VPK路径可能适配其他游戏,但未经全面测试无法保证兼容性}} = 安装指南 = 1. [https://github.com/gsgouvea91/P2Multichunker 下载可执行文件] 2. 将.exe文件放置于模组文件夹内 400px|模组文件夹内的.exe文件(图1) = 使用教...")
  • 07:20, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger portal cleanser (Created page with "{{LanguageBar}} {{CD|CTriggerPortalCleanser|base=CBaseTrigger}} {{this is a|brush entity|name=trigger_portal_cleanser|series=Portal}} 该实体用于创建"物质释放网"/"溶解场"粒子效果,当玩家接触时会移除物体和传送门。 {{Bug|hidetested=1|在{{Portal|4}}中,若死亡时处于溶解场内可能导致玩家T型尸体可见溶解或游戏崩溃(当允许物理对象接触此触发器时)。{{workaround}...")
  • 07:17, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger hurt (Created page with "{{LanguageBar}} {{tabsBar|main=gs2|base=trigger_hurt}} {{CD|CTriggerHurt|file1=triggers.cpp}} {{This is a|brush entity|name=trigger_hurt}} 这是一个会对接触{{L|entity|实体}}造成伤害的{{L|triggers|触发器}}体积。 不同伤害类型对{{ent|player|玩家}}的影响请参阅{{L|damage types|伤害类型}}列表。 {{note|部分伤害类型(如'''Generic''')仅造成50%伤害,而'''Fall'''等类型会造成100%伤害(不同游戏可能有所差异...")
  • 07:12, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop detail (Created page with "{{LanguageBar|Prop detail}} {{this is a|model entity|internal=1|name=prop_detail}} 该实体用于手动创建细节道具,仅支持模型类细节道具,因此较少使用。 {{altnames|name1=detail_prop}} ==关键值== {{KV|World model|intn=model|studio|使用的世界模型,必须为静态道具且使用<code>UnlitGeneric</code>着色器(所有皮肤)。最大字符串长度:128。}} {{KV Angles}} {{KV|detailO...")
  • 07:09, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Test Door (Portal 2) (Created page with "{{LanguageBar|Test Door (Portal 2)|title=测试门(Portal 2)}} {{stub}} '''测试室舱门'''是标准测试课程中的双圆形门结构,其中一侧显示有《Portal 2》的"出口"标志。 200px|thumb|right|测试门示意图 在官方关卡中,此类舱门专门用于划分测试室的起止区域以分隔不同谜题(与前作不同,《Portal》中同类舱门可作为谜题元素出现在课程中途)。 {{note|在《Porta...")
  • 07:05, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Custom Floor Buttons (Created page with "{{LanguageBar|Custom Floor Buttons|title=制作自定义地板}} thumb|250px|right在{{portal2|4}}中制作自定义地板按钮非常简单。首批发布{{clarify}}的两个按钮由LemonLake创建,页面底部提供下载。 == 使用实例 == === 初始设置 === (只需设置一次!)在<code>steamapps</code>文件夹中导航至<code>common/portal2/sdk_content/maps/instances</code>,新建<code>drew</code>文件夹并将[htt...")
  • 07:01, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Portal 2 Tutorials (Created page with "{{LanguageBar|Category:Portal 2 Tutorials|title=类别:传送门2教程}} {{p2 topicon}} 此分类收录所有{{portal2}}{{Portal2|3}}翻译相关教程文档。 {{ACategory|Tutorials}}{{ACategory|Portal 2}}")
  • 06:56, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Attachment point (Created page with "#REDIRECT {{L|Attachments}}")
  • 06:52, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger once (Created page with "{{LanguageBar}} {{TabsBar}} {{CD|CTriggerOnce|file1=triggers.cpp}} {{This is a|brush entity|name=trigger_once}} 这是一种单次触发的体积触发器,在被符合条件的实体接触一次后会自动移除。通过输出信号可以激活其他实体事件。 {{sensor brush}} == Keyvalues == {{KV Targetname}} {{KV BaseTrigger}} == 标志(Flags) == {{Fl BaseTrigger}} == 输入 == {{I|Toggle|在启用/禁用状态间切换}}...")
  • 06:42, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop dynamic (Created page with "{{LanguageBar|Prop_dynamic|Prop_dynamic实体}} {{CD|CDynamicProp|file1=props.cpp}} {{this is a|model entity|name=prop_dynamic}} 用于放置可播放{{L|Skeletal animation|骨骼动画}}的{{L|model|模型实体}}。 {{tip|若模型无需运动且需要精细光照,建议使用性能更优的{{ent|prop_static}}}} {{note|默认禁止使用含内置物理数据的模型。通过Hammer模型浏览器的信息标签检查兼容性...")
  • 06:36, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Panel (Created page with "{{lang|Panel}} {{ACategory|Classes}} {{ACategory|VGUI}} {{toc-right}} <code>{{L|Panel|vgui::Panel}}</code>是所有{{L|VGUI}}元素的基类。作为屏幕上的矩形区域,它具备绘制自身、处理事件和管理子元素的能力。 {{note|注意与{{L|panels|传送门2建筑面板}}区分}} == 核心函数 == === 基础控制 === ; <code>SetVisible(bool)</code> ; <code>bool IsVisible()</code> ; <code>bool IsFullyVisible()</code> : 不可见面...")
  • 06:33, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Attachments (Created page with "{{LanguageBar|Attachments|附着点}} 附着点是模型上用于挂接游戏元素(如粒子特效、武器模型等)的锚点。当您需要让枪口喷射火焰,或为角色添加随身装备时,这些"魔法挂钩"就能大显身手。 == 创建附着点 == 每个附着点都必须绑定到骨骼,其空间坐标基于骨骼坐标系确定。 在<code>.qc</code>文件中添加如下格式定义: <pre> $attachment (名称) (骨骼名) (X) (Y) (Z) ["a...")
  • 06:29, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic relay (Created page with "{{LanguageBar|Logic relay|title=Logic relay实体}} {{TabsBar|main=s2|base=logic relay}} {{This is a|logical entity|name=logic_relay|sprite=1}} {{CD|CLogicRelay|file1=logicrelay.cpp}} 作为输出转发器,该实体能通过单一输入触发多个{{L|Inputs and Outputs#Outputs|输出}},或通过禁用状态切断I/O链条。相比逐个修改相同输出,使用该实体能大幅提升工作效率——毕竟"一夫当关"总比"四处救火"来得轻松。 当{{...")
  • 06:26, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Panels (Created page with "{{lang|Panels}} {{p2 topicon}} thumb|right|300px|"未来的建筑板材!"<br>——'''凯夫·约翰逊'''" {{L|portal2}} {{L|Panels|面板}}是贯穿{{L|Portal2|3}}的建筑元素。它们通过机械臂单独操控,共同构成测试室。这种独立运动机制让房间能对玩家做出反应——既可形成楼梯、新平台,也能像门一样开启,营造出房间"活过来"的沉浸感。 {{note|注意与{{L|panel|VGUI面板...")
  • 06:22, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Reconstructing (Portal 2) (Created page with "{{LanguageBar}} {{ACategory|Portal 2 Level Design}} {{ACategory|Portal 2 Tutorials}} {{Portal 2 theme menu}} 这个{{L|Portal 2}}的视觉主题出现在单人战役玩家唤醒{{L|GLaDOS}}之后。由于GLaDOS将玩家扔进了设施更深处,这里既没有花草树木,也没有飞禽走兽;整个设施破败不堪,和早期的{{L|Destroyed (Portal 2)|废墟}}主题一样锈迹斑斑,到处都是断壁残垣和碎玻璃渣。 该主题也被用于合作模...")
  • 05:39, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Template:Func point ent (Created page with "; {{code|<nowiki>{{func point ent}}</nowiki>}} <onlyinclude>{{ModernConfusion|这是一个点实体(point entity),尽管名称以{{mono|func_}}开头(该前缀通常用于刷子实体/brush entities)。{{#if:{{{1|}}}|<br>{{{1}}}|}} }}</onlyinclude> ; {{code|<nowiki>{{func point ent|额外说明文字}}</nowiki>}} {{func point ent|额外说明文字}}")
  • 05:38, 26 June 2025 WoShiGeNiCheng talk contribs created page Template:Func point ent/Zh (Created page with "; {{code|<nowiki>{{func point ent}}</nowiki>}} <onlyinclude>{{ModernConfusion|这是一个点实体(point entity),尽管名称以{{mono|func_}}开头(该前缀通常用于刷子实体/brush entities)。{{#if:{{{1|}}}|<br>{{{1}}}|}} }}</onlyinclude> ; {{code|<nowiki>{{func point ent|额外说明文字}}</nowiki>}} {{func point ent|额外说明文字}}")
  • 05:30, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Func instance io proxy (Created page with "{{LanguageBar|Func instance io proxy|title=Func_instance_io_proxy实体}} {{this is a|semi-internal=1|logical entity|since=Alien Swarm|name=func_instance_io_proxy}} ==实体描述== 用于在{{L|Instance|实例}}与{{L|Inputs and Outputs|实体I/O}}之间转发消息。 在实例内放置此实体的副本。通过代理的OnProxyRelay输出向实例内实体发送消息,使您能够从实例外部触发这些实体。从实例内实体向代理发送ProxyRelay消...")
  • 05:09, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Working with instances (Created page with "{{LanguageBar|Working with instances|使用实例}} {{portal2}} 在制作《传送门2》地图时使用实例(Instances)能大幅提升效率——从谜题原型设计到最终发布,整个过程如虎添翼!官方创作工具提供的标准实例几乎涵盖地图制作所有元素:从基础物件如地板按钮,到复杂机关如方块生成器,甚至非游戏元素如观察室。 == 实例是什么? == 实例是地图构建时引用的VMF文件,...")
  • 05:04, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Instance (Created page with "{{LanguageBar|Instance|title=实例}} '''实例'''(Instance)是通过{{ent|func_instance}}实体引用的地图文件(<code>.vmf</code>),可配合{{ent|func_instance_parms}}和/或{{ent|func_instance_io_proxy}}实体使用。 {{note|为使实例能编译进地图,{{ent|gameinfo.txt}}中必须包含指向游戏FGD文件的<code>GameData</code>键值。仅{{l4d2|4}}及后续版本与{{tf2|4}}默认包含此配置。其他游戏需手动添加才能...")
  • 04:58, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Portal 2 Puzzle Maker (Created page with "{{LanguageBar|Category:Portal 2 Puzzle Maker|title=传送门2谜题制作器分类}} {{portal2}} 本分类聚焦使用游戏内置{{L|Portal 2 Puzzle Maker|谜题制作器}}进行《传送门2》关卡设计。如需查看基于{{L|Authoring Tools/SDK (Portal 2)|传送门2创作工具}}的地图制作文章,请移步{{L|Category:Portal 2 Level Design|传送门2关卡设计分类}}。 {{category header|background-color=#E0E0E0|border-color=lightgray}} {{category newcol...")
  • 09:35, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal 2 Puzzle Maker/Shortcuts (Created page with "{{lang|zh-CN|《传送门 2》谜题编辑器快捷键}} <onlyinclude>{| class=standard-table |{{key|Enter}}, {{key|+}} || 拉出表面,填充体积 |- | {{key|-}} || 推入表面,雕刻体积 |- | {{key|P}} || 批量修改选中表面的传送门通行属性 |- | {{key|O}} || 反转选中表面的传送门通行属性 |- | {{key|[}} || 将选中表面设为白色(可放置传送门) |- | {{key|]}} || 将选中表面设为黑色(不可放置传送门) |- | {...")
  • 09:07, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Cube (Portal 2) (Created page with "{{LanguageBar|Cube (Portal 2)|方块(传送门2)}} thumb|right|500px|立方体类型。 {{portals}} '''立方体(Cubes)'''是《传送门》系列中可携带的物体。立方体可以放置在按钮上来激活它。 在{{Portal 2|4}}中存在多种立方体。标准的配重存储立方体在触发按钮时颜色会从蓝色变为橙色。无棱安全球体作用相同,但呈球形,...")
  • 08:54, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Glass Light (Portal 2) (Created page with "thumb|right|300px|Wall Glass Lights. '''Glass Lights''', more commonly known as '''Light Strips''' in Portal 2 replace the Recessed Lights from the original Portal. They are used in almost every Portal 2 test chamber and often are the main source of lighting along with Observation Rooms. In this tutorial, you will learn how to create these light strips for your test chamber. {{note|Although recessed lights can still...")
  • 07:31, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal 2/Scripting/Script Functions (Created page with "{{LanguageBar|List of Portal 2 Script Functions|title=''​ Portal 2 ​''脚本函数列表}} {{p2 topicon}}{{SQ topicon}} {{toc-right}} 此列表包含可用于的所有与{{Portal2|4}}游戏引擎相关的松鼠函数用于{{L|VScript}}。 当在{{L|Engine tools|工具模式}}运行游戏时可以使用<code>script_help</code>指令在控制台打印出来这些。 == 变量 == {| class="standard-table" !实例 !类型 !描述 |- |<code>Entities</code> |<code>#CEn...")
  • 06:17, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Level Design Introduction (Portal 2)/Gotchas (调试)
  • 05:45, 24 June 2025 WoShiGeNiCheng talk contribs created page Zh/Authoring Tools/SDK (Portal 2) (Created page with "{{LanguageBar|title = 创作工具/SDK (Portal 2)}} {{P2 topicon}} 270px|right '''Portal 2创作工具'''包含为{{L|Portal 2}}制作模组和基于{{L|Hammer}}的地图所需的文件。Portal 2创作工具在Steam上免费提供给Portal2 PC版的所有人下载。请注意,大多数{{L|Portal Level Creation|Portal 1关卡设计}}理论也适用于Portal 2。你可以在{{LCategory|Portal 2 Level Design|类别:Portal 2 关卡设计}}...")
  • 05:44, 24 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal 2 Puzzle Maker (传送门2谜题制作器)
  • 07:36, 23 June 2025 WoShiGeNiCheng talk contribs created page User:WoShiGeNiCheng (Created page with "{{LanguageBar|WoShiGeNiCheng|title=''<big>WoShiGeNiCheng</big>, 我是个昵称''}}")
  • 06:52, 23 June 2025 WoShiGeNiCheng talk contribs created page Zh/Clean (Portal 2) (Created page with "{{LanguageBar|Clean (Portal 2)|title=''<big>干净</big>''}} {{Portal 2 theme menu}} 此传送门2艺术主题用于单人战役的后期阶段显示, 在更深的光圈实验室室中。 它的特点是干净有序。 The lighting is mostly cold, thanks to glass lights, although some warm light strips may be present. This theme is usually considered to be the easiest to work with in Hammer, since Clean chambers are generally Po...")
  • 06:37, 23 June 2025 WoShiGeNiCheng talk contribs created page Zh/Destroyed (Portal 2) (Created page with "{{LanguageBar|Destroyed (Portal 2)|title=''<big>毁灭</big>''}} {{Portal 2 theme menu}} 这一传送门2的美学主体也被称为'''"Clean Wheatley"''', 并且大量运用在合作课程4中。 它的特点是暴漏于光圈科技的某后主题。 深渊通常(但并非总是)取代了干净主题关卡中大多数酸液坑。 这种风格的测试应该看起来像被破坏的干净房间,或...")
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