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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).
- 23:58, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger multiple (Created page with "{{LanguageBar|trigger_multiple|title=多重触发器}} {{Source topicon}} {{TabsBar|main=Trigger multiple}} {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger}} {{this is a|固体实体|name=trigger_multiple}} 这是一个当指定类型的{{L|entity}}进入或离开时会触发{{L|output}}的触发区域。 {{Sensor brush}} ==键值== {{KV Targetname}} {{KV|Delay Before Reset|intn=wait|float|重复触发间隔(秒),0默认为0.2,-1时触发后自毁(同tri...")
- 23:56, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/User Inputs and Outputs (Created page with "{{LanguageBar|User_Inputs_Outputs|title=User输入输出系统}} '''FireUser1-4'''输入和'''OnUser1-4'''输出是所有支持{{L|Inputs_and_Outputs|输入输出}}的实体共有的控制接口。 == 核心机制 == 1. **双向绑定**: - 接收"FireUserN"输入必然触发对应"OnUserN"输出 - 功能等价于{{L|logic_relay}}的Trigger/OnTrigger组合 - 每个实体独立拥有4组互不干扰的通道 2. **设计优势**: - 实现单实体控制多...")
- 23:46, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/CServerOnlyEntity (Created page with "{{LanguageBar|Non-Edict_Entities|title=非Edict实体}} 所有继承此类的实体均不计入{{L|edict}}数量限制。 {{ACategory|Entity System|实体系统}}")
- 23:44, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Portal (Created page with "{{LanguageBar|Portal|title=传送门游戏相关}} 本分类包含与游戏《{{L|Portal|传送门}}》相关的所有页面。 {{ACategory|The Orange Box|橙盒}} {{ACategory|Valve Games|Valve游戏}}")
- 23:42, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Output (Redirected page to Zh/Inputs and Outputs#Outputs) Tag: New redirect
- 23:42, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Input (Redirected page to Zh/Inputs and Outputs#Inputs) Tag: New redirect
- 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}}")
- 21:57, 26 June 2025 Nescius talk contribs deleted page Zh/Category:Official Source Tools (content was: "{{LanguageBar|Category Official Tools|title=官方工具}} {{:Category:Zh/Official Tools|engine tpl = Source}} {{Tip|模板 {{L|Sdktools}} 会自动将页面添加到此分类中。}} {{sdktools|cat = 0}} {{ACategory|Official Tools}}", and the only contributor was "WoShiGeNiCheng" (talk))
- 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}}")
- 09:47, 26 June 2025 Nescius talk contribs deleted page CHILLMODEA/Pages/Command line options (Source Dedicated Server) (content was: "{{delete|Merging with CHILLMODEA/Pages/Command line options}} Command-line arguments for the Source Dedicated Server executable (<code>srcds.exe</code>, <code>srcds_run</code>) === Command-Line Parameters === {| class="wikitable sortable" ! Argument !! Description |- | '''-allowdebug''' || (Same as -debug ?) |- | '''-autoupdate''' || {{linux}} Autoupdate the ga...", and the only contributor was "CHILLMODEA" (talk))
- 09:47, 26 June 2025 Nescius talk contribs deleted page CHILLMODEA/Pages/Command line options (GoldSrc Dedicated Server) (content was: "{{delete|Merging with CHILLMODEA/Pages/Command line options (GoldSrc)}} These command-line parameters are used with <code>hlds.exe</code> for Goldsource (Half-Life) games. {{syntax|hlds.exe <parameter1> <parameter2> <cvar1> <cvar2>}} === Examples === * <code>hlds.exe -console -game cstrike +sv_lan 0 +maxplayers 22 +map de_dust2</code> * <code>./hlds_run -ga...", and the only contributor was "CHILLMODEA" (talk))
- 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的事件。 {{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...")
- 17:39, 25 June 2025 Lt.Mori talk contribs created page File:Left 4 Dead 2 Screenshot 2025.05.21 - 17.59.15.91.png