prop_floor_button

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1500兆瓦光圈科技重型超级碰撞按钮

prop_floor_button是一个UNTRANSLATED string "model entity" see Template:This is a/strings,可在传送门2 传送门2中使用。 这是一个可由玩家或物体激活的地板按钮。

键值

Name(en) (targetname) <target_source>[ Edit ]
这个名称是其他实体通过 输入/输出(en) 或其他 关键值(en)(如 parentnametarget) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告(en) 中。
参见: 所有实体均可使用的 通用键值、输入与输出(en)
Button model (model) <模型文件路径(en)>
按钮模型必须具有正确的序列和附着点才能作为按钮工作。
Suppress Animation Sounds (SuppressAnimSounds) <布尔值(en)> 不存在于FGD!
阻止按钮播放任何声音。
Parentname:
Parent (parentname) <目标名(en)>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle(en)>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

输入

PressIn
按下按钮直到其他干扰使它弹起。
PressOut
弹起按钮。
Parentname:
SetParent <字符串(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <字符串(en)>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <字符串(en)>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

输出

OnPressed
当按钮被按下时触发。
OnPressedBlue
在合作模式中,当按钮被蓝方(Atlas)按下时触发。
OnPressedOrange
在合作模式中,当按钮被橙色(P-Body)按下时触发。
OnUnPressed
当按钮取消按下时触发。
OnUnpressed
取消按下时触发。