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  • 04:33, 27 June 2025Zh/Introduction to AI (hist | edit) ‎[2,332 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|AI|title=人工智能系统}} {{ACategory|AI|人工智能}} AI({{L|Wikipedia:Artificial Intelligence|人工智能}})控制着 Source 引擎中除最简单行为外所有 NPC 的行为。无论您觉得对抗联合军多么容易,当您开始使用 Source 的 AI 系统后,很快就会认识到它的强大、智能和灵活性。本入门指南将从实现角度简要介绍 AI 系统。请注意,目前没有官方 AI 文档:本分类下几乎所...")
  • 04:30, 27 June 2025Zh/Texture (hist | edit) ‎[1,444 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Texture|title=纹理}} {{ACategory|Glossary|术语表}} {{ACategory|Material System|材质系统}} {{distinguish|Material|desc1=游戏实际读取的文件}} '''纹理(Texture)'''在游戏引擎中是指二维的光栅图像。Source引擎中的纹理以{{L|Valve Texture Format|Valve纹理格式}}存储,除极少数例外情况外,通常都通过{{L|Material|材质}}间接调用。 虽然最常见的纹理类型是{{L...")
  • 04:30, 27 June 2025Zh/Material (hist | edit) ‎[1,027 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Material|title=材质}} {{distinguish|Texture|desc1=实际显示的图像}} {{stub}} == 概述 == 材质是引擎用来决定显示内容的文件。一个材质包含以下信息:要绘制哪些纹理、如何绘制它们、如何处理被绘制的纹理以及它应该如何反应。材质不同于纹理(Texture),后者才是实际被绘制的图像。 材质在{{src|4}}和{{src|2}}中的概念相同,但定义在不同的文件中: * {{src|4}...")
  • 04:28, 27 June 2025Zh/Choreography creation (hist | edit) ‎[8,762 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Choreography creation|title=动作编排创作}} {{source topicon}} {{choreotut}} 本教程涵盖在{{source|4}}引擎游戏或模组中创建编排场景(简称'''场景''')的方法。它将引导您完成整个编排流程,最终使您能够从零开始创建场景。 但请注意,这并非一站式解决方案。虽然未涵盖所有技术或界面功能,但可以确保被省略的内容都是非必需的。 {{bugfix|(仅限Source SDK) {{f...")
  • 04:19, 27 June 2025Zh/3D model (hist | edit) ‎[1,629 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|3D model|3D模型}} {{Source topicon}} thumb|在[[Softimage Mod Tool中编辑模型]] '''3D模型'''(以下简称"模型")是由顶点构成的3D网格结构,通常由多边形面片覆盖并应用{{L|material|材质}}。在Source引擎中,几乎所有非{{L|brush|笔刷}}几何体的对象都是模型,包括: * NPC角色 * 物理对象 * 武器 * 部分建筑结构 == 模型制作流程 == 1. 使用外部建...")
  • 04:04, 27 June 2025Zh/Hammer Smoothing Groups Dialog (hist | edit) ‎[1,117 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Smoothing Groups Dialog|Hammer平滑组对话框}} {{ACategory|Hammer对话框}} '''平滑组对话框'''用于定义在编译时将被视为连续平滑表面的一组面。 File:Face_Edit_Smoothing.png == 平滑组概述 == Source引擎可通过平滑组使多个面呈现连续的光照效果。要正确实现平滑效果,面必须满足以下条件: 1. 必须共享公共边 2. 光照贴图必须相互对齐 3. {{L|Hammer Face Edit Dialo...")
  • 03:51, 27 June 2025Zh/Prefab (hist | edit) ‎[2,620 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} '''预置件'''(Prefab)是由多个部件(笔刷、模型或实体元素)组成的可重复使用的预制对象。预置系统允许您存储关卡片段以便快速复用,典型应用包括走廊、立柱、特殊实体配置等。 预置件实质是仅包含预置内容的小型地图文件(.{{L|VMF}}),通常存储在{{path|\sourcesdk\bin\prefabs}}目录下供{{L|Valve Hammer Editor|Hammer}}调用。{{note|橙盒引擎游戏需使用{...")
  • 03:17, 27 June 2025Zh/VMF (Valve Map Format) (hist | edit) ‎[26,943 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{tabsBar|main=MAP}} The '''Valve Map Format''' ('''VMF''') is a plain-text file format that stores raw (pre-compile) map data, used by the Valve Hammer Editor (since version 4.0) to save production-stage maps and prefabs. It contains information on all map brushes and entities in the KeyValues format stored with a ".vmf" extension. A .vmf file is the source code of a map designed for use in the engine. Like any source file it must...")
  • 02:15, 27 June 2025Zh/MAP (file format) (hist | edit) ‎[3,421 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|MAP|title=地图文件格式}} {{tabsBar|main=MAP}} {{non-valve engine|engine|本文涵盖所有主流MAP文件格式变体(不限于{{gldsrc|2}}所用版本),全面解析该格式并说明兼容性问题的复杂性}} {{stub}} '''MAP文件格式'''是{{gldsrc|4.1}}、{{idtech2|4.1}}、{{idtech3|4.1}}和{{idtech4|4.1}}通用的纯文本格式,用于存储实体与场景几何数据({{idtech4|3.1}}引擎甚至可直接读取)。{{src|4.1}}的{{L|...")
  • 02:12, 27 June 2025Zh/BSP (hist | edit) ‎[1,057 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|BSP|title=二进制空间分割}} {{disambig}}{{seealso|{{L|VMAP}},{{source2|4}}使用的全新地图格式(完全取代旧版引擎的BSP格式)}} '''BSP'''即{{L|Binary Space Partitioning|二进制空间分割}}技术,亦可指代以下采用{{code|.BSP}}扩展名的编译地图格式: * {{gldsrc}} {{L|BSP (GoldSrc)|BSP30}}(GoldSrc引擎使用) ** {{quake}} {{L|BSP (Quake)|BSP29}}(Quake引擎使用,GoldSrc格式的前身) ** {{quake}...")
  • 02:11, 27 June 2025Zh/Map (level design) (hist | edit) ‎[276 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Map|title=地图}} {{stub}} '''地图'''是游戏中的独立''场景''。当游戏提示正在加载内容时,通常就是在加载新地图。 ==另见== * {{L|BSP}} * {{L|MAP}} * {{L|VMF}} * {{L|VMAP}} * {{L|Hammer|锤子编辑器}} {{ACategory|Glossary}}")
  • 02:07, 27 June 2025Zh/Source Engine Features (hist | edit) ‎[6,267 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Source|title=起源引擎特性}} {{For|{{src2|4.1}}引擎特性|{{L|Source_2#Features|起源引擎2特性}}}} thumb|caption|right|400px|起源引擎实战场景 == 渲染系统 == {{source|4}}引擎拥有疾如闪电、稳如磐石且灵活多变的渲染技术。业界顶尖的着色器渲染能力助您游刃有余地驾驭复杂场景。起源引擎渲染器妙用多核/SIMD等先进处理器技术,配合{{L|Direct3D}}、{{L...")
  • 00:20, 27 June 2025Zh/Logic compare (hist | edit) ‎[1,409 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{Underlinked|date=January 2024}} {{LanguageBar|logic_compare|title=逻辑比较器}} left {{CD|CLogicCompare|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_compare}} 用于比较两个数值("value"和"compare value")的关系并触发相应{{L|#Outputs|输出}}。 计算公式:(''value'' - ''compare value'') {{clr}} == 键值 == {{KV Targetname}} {{KV|Initial value|intn=InitialValue|integer|基准值的初始数值}} {{...")
  • 00:19, 27 June 2025Zh/Troubleshooting Outputs (hist | edit) ‎[716 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Viewing_Inputs|title=查看输入}} {{stub}} ==== 查看输入 ==== thumb|right|输入标签页 1. 双击需要查看的实体 2. 切换到"Inputs"标签页 3. 此处显示该实体接收的所有输入信息 **调试用途**: - 排查实体连接错误 - 验证输入参数是否正确 - 检查输入触发时序 {{Note|当输出项显示红色叉号时,表示Hammer检测到配置错误}} ==== I/O队列 ==== 属性窗口底部...")
  • 00:15, 27 June 2025Zh/Variable (hist | edit) ‎[137 bytes]WoShiGeNiCheng (talk | contribs) (Redirected page to Zh/Wikipedia:Variable (computer science)) Tag: New redirect
  • 00:15, 27 June 2025Zh/Real (hist | edit) ‎[417 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|real|title=实数}} '''实数'''是一种可以存储整数和小数的{{L|variable|变量}}类型(例如{{L|float}}和double类型)。 使用实数的缺点在于它比{{L|integer}}类型占用更多存储空间,适用于需要高精度的数值计算场景,例如: * 坐标点(图表或地图) * 距离测量 * 其他需要精确测量的数值 {{ACategory|Variables|变量类型}}")
  • 00:14, 27 June 2025Zh/Float (hist | edit) ‎[309 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|float|title=浮点数}} <code>float</code>(全称"浮点数值")是指包含非零小数部分的数字(如3.5123),与仅存储整数的<code>integer</code>(如3)形成对比。 == 参见 == * {{L|Integer|整数}} * {{L|Real|实数}} {{ACategory|variables|变量类型}} {{stub}}")
  • 00:08, 27 June 2025Zh/Ent fire (hist | edit) ‎[1,635 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|ent_fire|title=ent_fire命令}} {{This is a|控制台命令|name=ent_fire}} 该命令用于触发实体的{{L|Inputs and Outputs|输入}},是程序员和地图制作者调试实体逻辑的核心工具。 {{warning|多人游戏中仅服务器/监听服务器主机可使用ent_fire}} {{note|在{{L|tf2}}等游戏中需改用{{code|script EntFire()}}命令: {{example|{{code|script EntFire("player", "SetHealth", "1", 5.0)}}}} == 使用方法 == {{pre|ent_...")
  • 00:01, 27 June 2025Zh/AddOutput (hist | edit) ‎[3,047 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|AddOutput|title=AddOutput输入}} {{TabsBar|main=s2|base=AddOutput}} {{This is a|input|name=AddOutput}} 主要用于为实体的现有{{L|output}}注册额外动作,即"添加"输出。 语法: <syntaxhighlight lang=text><输出> <目标>:[输入]:[参数覆盖]:[延迟]:[触发次数(-1或0=无限,1=一次...)]</syntaxhighlight> * < > = 必填参数 * [ ] = 可选参数(若省略后续参数可不写冒号) * 输出 - 实体已有的输出项 *...")
  • 23:58, 26 June 2025Zh/Trigger multiple (hist | edit) ‎[1,813 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/User Inputs and Outputs (hist | edit) ‎[2,288 bytes]WoShiGeNiCheng (talk | contribs) (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...")
  • 23:40, 26 June 2025Zh/Logic gate (hist | edit) ‎[3,610 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Logic branch listener (hist | edit) ‎[1,171 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Boolean (hist | edit) ‎[853 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Logic branch (hist | edit) ‎[1,099 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Non-FGD features (hist | edit) ‎[2,448 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Logic timer (hist | edit) ‎[2,372 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Setting up an Output (hist | edit) ‎[870 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Logic auto (hist | edit) ‎[2,871 bytes]WoShiGeNiCheng (talk | contribs) (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...")
  • 07:52, 26 June 2025Zh/Behind the Scenes (Portal 2) (hist | edit) ‎[1,271 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Emancipation Grid (hist | edit) ‎[4,539 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/P2 Multichunk Tool (hist | edit) ‎[2,489 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Trigger portal cleanser (hist | edit) ‎[2,141 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Trigger hurt (hist | edit) ‎[2,485 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Prop detail (hist | edit) ‎[808 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Test Door (Portal 2) (hist | edit) ‎[2,530 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Custom Floor Buttons (hist | edit) ‎[2,361 bytes]WoShiGeNiCheng (talk | contribs) (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...")
  • 06:52, 26 June 2025Zh/Trigger once (hist | edit) ‎[1,297 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Prop dynamic (hist | edit) ‎[3,982 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Panel (hist | edit) ‎[4,925 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Attachments (hist | edit) ‎[2,263 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Logic relay (hist | edit) ‎[2,359 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Panels (hist | edit) ‎[5,296 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Reconstructing (Portal 2) (hist | edit) ‎[3,673 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Template:Func point ent (hist | edit) ‎[363 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Func instance io proxy (hist | edit) ‎[5,367 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Working with instances (hist | edit) ‎[4,078 bytes]WoShiGeNiCheng (talk | contribs) (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 2025Zh/Instance (hist | edit) ‎[6,301 bytes]WoShiGeNiCheng (talk | contribs) (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...")
  • 13:53, 25 June 2025Misc marionettist (hist | edit) ‎[3,549 bytes]MyGamepedia (talk | contribs) (Created page with "{{CDA|CMiscMarionettist|CPointEntity|CBaseEntity}} {{this is a|point entity|name=misc_marionettist|game=Black Mesa|}} Represents "marionettist" which manipulates target's movement when '''Manipulate''' input is fired. The trajectory is defined using 1-16 target slots, in which entities (usually {{ent|info_target}}) are specified. Manipulated can be any point, model or brush entity, including the {{ent|player}}. It also provides optional start, loop a...")
  • 09:35, 25 June 2025Zh/Portal 2 Puzzle Maker/Shortcuts (hist | edit) ‎[1,345 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{lang|zh-CN|《传送门 2》谜题编辑器快捷键}} <onlyinclude>{| class=standard-table |{{key|Enter}}, {{key|+}} || 拉出表面,填充体积 |- | {{key|-}} || 推入表面,雕刻体积 |- | {{key|P}} || 批量修改选中表面的传送门通行属性 |- | {{key|O}} || 反转选中表面的传送门通行属性 |- | {{key|[}} || 将选中表面设为白色(可放置传送门) |- | {{key|]}} || 将选中表面设为黑色(不可放置传送门) |- | {...")
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