Template:I BaseAnimating:zh-cn
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这个模板是我们所有通过 CBaseAnimating 分配的输入的持有者。
参数
- {{{portal2}}} - 应用于页面时,添加
|portal2=1
以显示由Portal 2 添加的输入(如果它们应该显示在那里)。 - {{{noscroll}}} - 这个参数被传递到
{{ScrollBox}}
。 - {{{tf2}}} - 像portal2参数一样,但输入是来自Team Fortress 2。
以下是{{I BaseAnimating:zh-cn|portal2=1}}
的结果:
结果
,从 0 开始。
Model:

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
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- SetBodyGroup <integer>
- 设置激活的 $bodygroup。
- Ignite
- 使实体无限期着火。
- IgniteLifetime <float>
- 使实体在给定时间内着火。
- BecomeRagdoll
- 杀死实体并从模型中创建一个客户端范围的布娃娃。仅当模型包含 $collisionjoints 时才传递输入。对于其他模型,可以使用 phys_convert 代替。
- SetLightingOrigin <targetname>
- 将实体的照明原点设置为指定实体的位置。
- fademaxdist <float>
- 设置实体结束淡出的距离。如果 <0,则实体根本不会消失。如果实体在 3D天空盒 中,该值将适当缩放。
- SetCycle <float> (only in
)
- 跳到当前动画中的特定点。
- SetModel <string> (only in
)
- 将模型更改为指定的路径。格式:models/ammo/ammo_us.mdl。
File:Important template.gif 重要: 绝对没有引号!确保使用正斜杠“/”。Merasmus
说要听从这个建议,否则你会破坏 VMF 的结构。

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.
- SetPlayBackRate <float> (only in
)
- 更改动画速度倍数。
- Alpha <integer>
- 将实体的透明度设置为从 0(不可见)到 255(完全可见)的数字。要求实体将其键值 Render Mode (rendermode) 设置为
0
以外的数字。
- AlternativeSorting <boolean>
- 交换实体的渲染顺序。用于在渲染时尝试修复排序问题,例如在半透明材质前渲染对象。
- Color <color255>
- 为实体设置 RGB 颜色。
- SetDamageFilter <targetname>
- 为该实体设置一个过滤器,用于当它受到伤害时。
- EnableDamageForces
- 允许实体因对其造成的伤害而被推动(通常力的大小与造成的伤害相关)。
- DisableDamageForces
- 防止实体受到对其造成的伤害而被推动。
Reflection:
- DisableDrawInFastReflection (in all games since
)
- 在水材质中使用
$reflectonlymarkedentities
时,在反射中关闭此实体的渲染。
- EnableDrawInFastReflection (in all games since
)
- 在水材质中使用
$reflectonlymarkedentities
时,在反射中打开此实体的渲染。
Shadow:
以下是{{I BaseAnimating:zh-cn|noscroll=1}}
的结果:
结果
,从 0 开始。
火焰粒子使实体着火。在
Left 4 Dead 2 之后无法正常工作。
作为其他缺少此输入的游戏的解决方法。
Warning:负值或极高的值会导致崩溃!
Model:

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.
- SetBodyGroup <integer>
- 设置激活的 $bodygroup。
- Ignite
- 使实体无限期着火。

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.

- IgniteHitboxFireScale <float> (removed since
)
- 使实体在 hitbox 火焰粒子的给定比例下着火。在
Left 4 Dead 2 以后无法正常工作。
- BecomeRagdoll
- 杀死实体并从模型中创建一个客户端范围的布娃娃。仅当模型包含 $collisionjoints 时才传递输入。对于其他模型,可以使用 phys_convert 代替。
- SetLightingOrigin <targetname>
- 将实体的照明原点设置为指定实体的位置。
SetLightingOriginHack <targetname>(removed since)
- Deprecated.
将实体的光照原点与 info_lighting_relative 的距离偏移(offset)。请改用SetLightingOrigin
。
- fademaxdist <float>
- 设置实体结束淡出的距离。如果 <0,则实体根本不会消失。如果实体在 3D天空盒 中,该值将适当缩放。
- SetModelScale <vector> (only in
)
- 乘以模型的大小。在大多数情况下不会改变物理碰撞。可以采用由空格分隔的两个值,在这种情况下,第一个值将是目标模型比例,第二个值将是比例变化时需要的时间(秒)。如果没有第二个值,模型将立即缩放。
Tip:
modelscale
键值可以通过 AddOutput

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.

- SetCycle <float> (only in
)
- 跳到当前动画中的特定点。
- SetModel <string> (only in
)
- 将模型更改为指定的路径。格式:models/ammo/ammo_us.mdl。
File:Important template.gif 重要: 绝对没有引号!确保使用正斜杠“/”。Merasmus
说要听从这个建议,否则你会破坏 VMF 的结构。

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.
- SetPlayBackRate <float> (only in
)
- 更改动画速度倍数。
- Alpha <integer>
- 将实体的透明度设置为从 0(不可见)到 255(完全可见)的数字。要求实体将其键值 Render Mode (rendermode) 设置为
0
以外的数字。
- AlternativeSorting <boolean>
- 交换实体的渲染顺序。用于在渲染时尝试修复排序问题,例如在半透明材质前渲染对象。
- Color <color255>
- 为实体设置 RGB 颜色。
- SetDamageFilter <targetname>
- 为该实体设置一个过滤器,用于当它受到伤害时。
- EnableDamageForces
- 允许实体因对其造成的伤害而被推动(通常力的大小与造成的伤害相关)。
- DisableDamageForces
- 防止实体受到对其造成的伤害而被推动。
Shadow:
- DisableShadow
- 为该实体关闭动态阴影。
- EnableShadow
- 为该实体开启\动态阴影。
以下是{{I BaseAnimating:zh-cn|tf2=1|portal2=}}
的结果:
结果
,从 0 开始。
火焰粒子使实体着火。在
Left 4 Dead 2 之后无法正常工作。
作为其他缺少此输入的游戏的解决方法。
Warning:负值或极高的值会导致崩溃!
Model:

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.
- SetBodyGroup <integer>
- 设置激活的 $bodygroup。
- Ignite
- 使实体无限期着火。

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.

- IgniteHitboxFireScale <float> (removed since
)
- 使实体在 hitbox 火焰粒子的给定比例下着火。在
Left 4 Dead 2 以后无法正常工作。
- BecomeRagdoll
- 杀死实体并从模型中创建一个客户端范围的布娃娃。仅当模型包含 $collisionjoints 时才传递输入。对于其他模型,可以使用 phys_convert 代替。
- SetLightingOrigin <targetname>
- 将实体的照明原点设置为指定实体的位置。
SetLightingOriginHack <targetname>(removed since)
- Deprecated.
将实体的光照原点与 info_lighting_relative 的距离偏移(offset)。请改用SetLightingOrigin
。
- fademaxdist <float>
- 设置实体结束淡出的距离。如果 <0,则实体根本不会消失。如果实体在 3D天空盒 中,该值将适当缩放。
- SetModelScale <vector> (only in
)
- 乘以模型的大小。在大多数情况下不会改变物理碰撞。可以采用由空格分隔的两个值,在这种情况下,第一个值将是目标模型比例,第二个值将是比例变化时需要的时间(秒)。如果没有第二个值,模型将立即缩放。
Tip:
modelscale
键值可以通过 AddOutput

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.

- SetCycle <float> (only in
)
- 跳到当前动画中的特定点。
- SetModel <string> (only in
)
- 将模型更改为指定的路径。格式:models/ammo/ammo_us.mdl。
File:Important template.gif 重要: 绝对没有引号!确保使用正斜杠“/”。Merasmus
说要听从这个建议,否则你会破坏 VMF 的结构。

This template has been marked as a candidate for speedy deletion for the following reason:
Administrators / Moderators - Remember to check if anything links here and the page history before deleting.
Use {{Flag|en}} instead.
If you object to this decision, then please discuss why here (If you make a discussion section also create this redirect page). If this page doesn't meet the criteria for speedy deletion, then please remove this notice, but do not remove it from pages that you have created yourselfAdministrators / Moderators - Remember to check if anything links here and the page history before deleting.
- SetPlayBackRate <float> (only in
)
- 更改动画速度倍数。
- Alpha <integer>
- 将实体的透明度设置为从 0(不可见)到 255(完全可见)的数字。要求实体将其键值 Render Mode (rendermode) 设置为
0
以外的数字。
- AlternativeSorting <boolean>
- 交换实体的渲染顺序。用于在渲染时尝试修复排序问题,例如在半透明材质前渲染对象。
- Color <color255>
- 为实体设置 RGB 颜色。
- SetDamageFilter <targetname>
- 为该实体设置一个过滤器,用于当它受到伤害时。
- EnableDamageForces
- 允许实体因对其造成的伤害而被推动(通常力的大小与造成的伤害相关)。
- DisableDamageForces
- 防止实体受到对其造成的伤害而被推动。
Shadow:
- DisableShadow
- 为该实体关闭动态阴影。
- EnableShadow
- 为该实体开启\动态阴影。