Template:I BaseAnimating:zh-cn

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Revision as of 00:21, 3 October 2021 by 1416006136 (talk | contribs)
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This template is our holder for all inputs that are assigned through CBaseAnimating.

When applying to a page, add |portal2=1 to display inputs added by Portal 2 (if they should be there).


Model:

skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integer>
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
IgniteHitboxFireScale <float>
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname>
Offsets the entity's lighting origin by their distance from an info_lighting_relative.
Note.pngNote:Not available in Left 4 DeadLeft 4 Dead 2.
fademindist <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale <vector>
Only available for Team Fortress 2Half-Life 2. Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
Tip.pngTip:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Alpha <integer>
设置模型透明的。0为完全不可见,255为完全可见。
AlternativeSorting <boolean>
设置模型渲染序列,防止在半透明材质前不渲染。
Color <color255>
颜色。
SetDamageFilter <targetname>
设置过滤器 for this entity for when it receives damage.
EnableDamageForces
允许受到伤害.
DisableDamageForces
防止受到伤害。
EnableShadow
开启阴影。
DisableShadow
防止阴影。
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (in all games since Portal 2)
Makes the entity be rendered in reflections from water materials using $reflectonlymarkedentities.
DisableDrawInFastReflection  (in all games since Portal 2)
Prevents the entity from rendering in fast reflections.