Ko/Counter-Strike Source Entity Overview

From Valve Developer Community
Jump to navigation Jump to search

This document describes the basic entities needed to make levels for Counter-Strike: Source. It assumes you already have knowledge of basic Hammer functions and CS:S gameplay. See the Hammer Editor Documentation for information on basic Hammer functions such as geometry creation and entity placement.

Basic CS:S entities

info_player_terrorist
Start points for the terrorist team. One of these needs to be placed for each team member. 20 start points is typical. Should be placed at least 128 units apart.
info_player_counterterrorist
Start points for the counter-terrorist team. One of these needs to be placed for each team member. 20 start points is typical. Should be placed at least 128 units apart.
func_buyzone
Brush entity that defines the area where the team can purchase equipment. Should have the tools\toolstrigger material applied to all sides, completely cover the spawn area, and be set for the correct team.
prop_physics_multiplayer
Models that have physics properties (i.e., barrels, debris, etc). Must not be intersecting any other geometry where it’s placed.
func_ladder
Climbable ladder brush. Not rendered, but allows players to climb up the brush surface. Should have the tools\toolsinvisibleladder material assigned to all sides of the brush.
point_viewcontrol
Point entity use for camera locations when players join the game. Should be set to look at another point entity, typically an info_target. This is equivalent of using the Goldsource entity trigger_camera.
info_no_dynamic_shadow
Point entity to stop player shadows from being applied to a particular set of brush faces. Sometimes needed when player shadows get cast on ceilings when players walk above. Open the entity properties, click the Pick... button, and then click to add a face to prevent that surface from getting shadows. Hold down <Ctrl> and click for additional faces, then click the Pick... button again when finished.

Bomb Defusion gameplay entities

func_bomb_target
Brush entity that determines where the bomb can be planted. When the bomb is planted then explodes inside the area, the BombExplode outputs are fired. The game handles all of the bomb planting and scoring logic – the BombExplode outputs are purely to add visual and damage effects.
env_explosion
Point entity for explosion effects when a bomb explodes. Creates a fireball sprite effect and will also effect physics models. Can also apply damage. A single env_explosion is typically placed at the center of the bomb site, triggered from the BombExplode outputs on the func_bomb_target.
env_fire
Point entity for secondary fire effects when a bomb explodes. Can also apply damage. Several env_fire entities are typically scattered around the bomb site, triggered from the BombExplode outputs on the func_bomb_target.
ambient_generic
Point entity that plays a .wav sound from the entity location. Can be used to play burning fire sound after the bomb explodes.

인질 구출 엔티티

hostage_entity
구출되어야 할 장소에 인질이 배치될수 있게 하는 포인트 엔티티입니다. 인질 NPC 는 이 지점에서 스폰됩니다. 한 인질 구출 맵마다 보통 4개의 엔티티가 배치됩니다.
func_hostage_rescue
인질을 구출할수 있는 범위를 지정하는 블럭 엔티티입니다. 이 블럭 안으로 들어와야 인질들을 구출하고 빠져나올수 있습니다.
info_node
인질 NPC의 길 안내를 위한 포인트 엔티티입니다. info_node 엔티티들은 인질이 이동해야할 필요가 있는곳에 배치되어야 합니다. 경로들은 지점과 지점사이로 표시됩니다.

Template:Note:ko

Counter-Strike Round Restarts

At the end of each Counter-Strike: Source gameplay round, when end-of-round game conditions are met, the game resets itself for the next round. When this happens, most of the entities in the map reset to their original state, just as if the map was just loaded. However, the following list of entities are not reset, and continue in the same state in the all consecutive rounds:

* ai_hint
* ai_network
* cs_gamerules
* cs_player_manager
* cs_team_manager
* env_fog_controller
* env_soundscape
* env_soundscape_proxy
* env_soundscape_triggerable
* env_sun
* env_wind
* func_brush
* func_buyzone
* func_hostage_rescue
* func_illusionary
* func_wall
* info_ladder
* info_map_parameters
* info_node
* info_node_hint
* info_projecteddecal
* info_target
* infodecal
* keyframe_rope
* move_rope
* point_devshot_camera
* point_viewcontrol
* predicted_viewmodel
* scene_manager
* shadow_control
* sky_camera
* soundent
* trigger_soundscape
* viewmodel
    

All other entities are reset to their original state at the beginning of the next round, and all pending outputs are cancelled.

Warning.png경고:If you parent one of the above entities to an entity not on the list, it will not work. Both parent and child will be deleted after the first round, but only the parent will respawn at the beginning of the second. To fix this, use logic_measure_movement instead of parenting (see Suspended_Object_Trap for an example).

You can use a logic_auto point entity to trigger additional events to occur at the start of the round. The OnMapSpawn output of the logic_auto will be fired when the map is first loaded, and at the beginning of the each round thereafter, after the reset. For example, in the map cs_havana, at the start of each round, a logic_auto has an OnMapSpawn output to a logic_case entity that randomly sets the routes open to the players each round. The logic_case enables and disables a series of func_wall brush entities that determines which routes are open and closed. For more information on how to use outputs, see Inputs and Outputs.

다른 중요한 요소들

여기엔 Counter-Strike: Source 맵에 자주 이용되는 엔티티와 텍스쳐들이 보여지고 있습니다. 이 엔티티들은 각자가 중요한 가치를 가지고 있습니다.

trigger_multiple
trigger_once
이벤트를 활성화 시키는 블럭 엔티티.
filter_activator_name
filter_activator_team
엔티티나 플레이어가 트리거를 작동시킬수 있는지 정의하는 포인트 엔티티.
Clip brushes
모든 면에 tools\toolsclip 텍스쳐가 발린 블럭. 플레이어들을 막는데 사용.
Player clip brushes
code>tools\toolsplayerclip 텍스쳐가 모든 면에 발린 블럭. 특정 지역으로 부터 플레이어를 방해. 플레이어만 막음 - 인질이나 폭탄은 해당없음.
Nodraw brushes
모든 면에 tools\toolsnodraw 텍스쳐가 적용된 블럭. Nodraw 면은 렌더링 되지 않습니다, 하지만 블럭은 그 자리를 여전히 그림자를 발산하며 차지하고 있습니다. 보이지 않는 뒷 공간의 지형에 적합합니다, 예를 들어 모델이나 지형의 이동등 말입니다, 맵을 추가적인 면을 사용하지 않고 렌더링 할수 있습니다.
Water brushes
위쪽 면에 물 텍스쳐가 적용된 블럭입니다. 물은 위쪽면에 물 텍스쳐가 적용되고 다른면은 tools\toolsnodraw 가 적용된 블럭입니다. Water 를 통해 더 많은 정보를 접하세요.
env_cubemap
반사/비침 을 필요로 하는 블럭의 근처에 배치되는것이 좋습니다. Cubemaps 을 더 많은 정보를 위해 참고하세요.
env_soundscape
맵 안에 배치하여 트리거를 사용해 다른 DSP 신호를 받거나, 소리를 설정. Soundscapes 을 env_soundscape 를 위한 더 많은 사용법을 위해 참고하세요.
func_clip_vphysics
폭탄이나 물리적 영향을 받는 물질들을 막는 블럭 기반 엔티티.

비-공식 게임진행 종류

다른 볼것