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- 01:52, 30 June 2025 Zh/Hard Light (hist | edit) [1,458 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{subst:#if: Translation of 'Hard Light' to '中文' via Template:LanguageBar buttons {{LanguageBar|Hard Light|title=强光桥}} {{p2 topicon}} thumb|right|300px|《传送门2》中的强光桥 {{portal2}} '''强光桥'''是{{Portal2|3}}中的解谜元素。它...")
- 01:46, 30 June 2025 Zh/Prop exploding futbol spawner (hist | edit) [748 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|prop_exploding_futbol_spawner}} {{Ent not in game}} thumb|{{L|prop_exploding_futbol_spawner}}的游戏截图,展示其生成的{{L|prop_exploding_futbol}} {{this is a|点实体|game=传送门2|name=prop_exploding_futbol_spawner}} 这是{{L|prop_exploding_futbol|炸弹}}的未使用生成器,最终成为游戏中的炸弹。由于无法被拾取,使得该生成器基本无用。 该实体在当前版本的...")
- 01:39, 30 June 2025 Zh/Byte (hist | edit) [569 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{Source topicon}} {{LanguageBar|byte|title=字节}} {{w|byte|字节}}由八个{{w|bits|比特}}组成,相当于一个{{L|char}}的大小。千字节(KB)为1024字节,兆字节(MB)为1024千字节,吉字节(GB)为1024兆字节,以此类推。 字节是内存分配的最小单位。即使是{{L|bool}}也占用一个字节(因此{{L|BitVec}}有其优势{{clarify}})。 * 在{{goldsrc|4}}和{{src|4}}引擎中,{{code|byte}}是{{code|unsigned char}}的类型定义...")
- 01:36, 30 June 2025 Zh/Render effects (hist | edit) [4,072 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Render effects|title=渲染特效}} {{tabsBar|main=gs|base=render effects}} {{screenshot}} 渲染特效({{code|renderfx}})键值可选参数: {{bug|hidetested=1|在{{csgo|4.1}}中0-10的alpha特效因代码错误不可用。}} :*'''0:''' 无特效 :*'''1:''' 慢速脉动(1.5秒内alpha值±16波动) :*'''2:''' 快速脉动(0.4秒内alpha值±16波动) :*'''3:''' 慢速宽幅脉动(1.5秒内alpha值±64波动) :*'''4:''' 快速宽幅脉动(0.4秒内alpha...")
- 01:29, 30 June 2025 Zh/Opacity (hist | edit) [764 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Opacity|title=不透明度}} {{Underlinked|date=January 2024}} '''不透明度'''表示物体的透明程度。 当物体完全'''不透明(opaque)'''时,你将无法看穿它。 不透明度通常由'''0'''到'''255'''的数值定义,其中'''0'''表示完全透明(invisible),'''255'''表示完全不透明(opaque)。值为'''128'''时则表示约半透明(translucent)。 在{{L|Source|起源引擎}}和{{L|Goldsource|金源引擎}}中使用半透...")
- 01:29, 30 June 2025 Zh/$alphatest (hist | edit) [3,791 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|$alphatest|title=$alphatest}} {{this is a|着色器参数|name=$alphatest}} 该参数指定用于确定二元{{L|opacity|不透明度}}的遮罩。白色表示完全不透明,黑色表示完全透明。介于两者之间的值会被四舍五入为0或1,除非同时使用<code>$allowalphatocoverage</code>。此效果类似于<code>{{L|$translucent}}</code>,区别在于它不能呈现半透明状态(否则会出现{{w|Colour banding|色带}}),渲染...")
- 01:25, 30 June 2025 Zh/Render modes (hist | edit) [2,894 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Render modes|title=渲染模式}} {{tabsBar|main=gs|base=render modes}} 这些是{{L|Source|起源引擎4}}中所有的渲染模式。 == 描述 == thumb|250px|左侧使用''Additive''模式的精灵会穿透灯具模型,而右侧使用''World Space Glow''模式的精灵只有未被遮挡时才会渲染 在{{L|Source|起源引擎}}中,''渲染模式''({{mono|rendermode}})键值控制实体的外观...")
- 01:21, 30 June 2025 Zh/Prop glass futbol spawner (hist | edit) [2,513 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|prop_glass_futbol_spawner}} thumb|{{L|prop_glass_futbol_spawner}}的游戏截图,展示其生成的{{L|prop_glass_futbol}} {{this is a|点实体|game=传送门2|name=prop_glass_futbol_spawner}} ==实体描述== 玻璃球生成装置。该实体在正式版游戏中未被使用,很可能是测试版的遗留内容。 此生成器可生成高度易碎的玻璃球,这些球可被拾取和投掷。如果需要,...")
- 01:18, 30 June 2025 Zh/Point futbol shooter (hist | edit) [722 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|point_futbol_shooter|title=炸弹发射器实体}} {{this is a|点实体|game=传送门2|name=point_futbol_shooter}} ==实体描述== 该实体用于向目标实体发射{{L|prop_exploding_futbol|炸弹}}(在游戏结局中出现)。 目标实体只能通过输入设置。 ==Keyvalues== {{KV|Launch speed|float|炸弹发射速度。}} {{KV Targetname}} {{KV Parentname}} {{KV Angles}} ==Inputs== {{I|SetTarget|设置新的发射目标|param=string}} {{I|Sh...")
- 01:16, 30 June 2025 Zh/Point template (hist | edit) [5,233 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|point_template|title=点模板实体}} {{CD|CPointTemplate|file1=1}} frameless|link=frameless|link={{this is a|点实体|name=point_template}} == 实体描述 == {{L|point_template}} 将{{L|entity|实体}}或实体集合转换为可多次实例化的模板。激活时(<tt>ForceSpawn</tt>),会按照创建时的相对位置生成模板中的实体。如果<code>point_template</code>未被移...")
- 01:13, 30 June 2025 Zh/Prop exploding futbol (hist | edit) [1,073 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|prop_exploding_futbol|title=prop_exploding_futbol(炸弹实体)}} {{CD|???|base=CPhysicsProp}} {{this is a|模型实体|game=Portal 2|name=prop_exploding_futbol}} 创建一个会在接触任何固体物体时爆炸的炸弹。这些在战役后期使用,它们要么从{{L|point_template}}生成(用于炸弹投放器),要么从{{L|point_futbol_shooter}}发射(用于Wheatley的战斗)。 ==Keyvalues== {{KV Targetname}} {{KV|Explode on touch|intn=...")
- 01:11, 30 June 2025 Zh/Prop glass futbol (hist | edit) [600 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|prop_glass_futbol|title=prop_glass_futbol(玻璃足球实体)}} {{this is a|点实体|game=Portal 2|name=prop_glass_futbol}} {{stub}} thumb|{{L|prop_glass_futbol_spawner}}生成玻璃足球的游戏中截图 ==实体描述== 这是{{L|prop_exploding_futbol}}的玻璃版,更加脆弱。目前游戏中未使用。可由{{L|prop_glass_futbol_spawner}}生成。 与普通版本不同,这个不会爆炸,且可以被...")
- 01:09, 30 June 2025 Zh/Prop paint bomb (hist | edit) [1,593 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Prop paint bomb}} {{this is a|点实体|game=传送门2|name=prop_paint_bomb}} 这是一个会在撞击时爆炸的油漆炸弹。 {{paintinmap}} {{bug|hidetested=1|未设置<code>model</code>键值的油漆炸弹每次生成时都会在控制台显示警告信息。可以将其设置为任意有效模型(如已加载的<code>error.mdl</code>),该模型实际上不会被渲染或使用。}} {{note|油漆炸弹使用pr...")
- 01:07, 30 June 2025 Zh/Prop tractor beam (hist | edit) [3,409 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|prop_tractor_beam|title=牵引光束}} {{p2 topicon}} {{CD|???|base=CBaseAnimating}} thumb|right|300px|《传送门2》中的偏移漏斗。 {{this is a|模型实体|name=牵引光束|game=传送门2}}<br> 这是一个会发射<code>{{L|projected_tractor_beam_entity}}</code>的模型。<br> 偏移漏斗是《传送门2》中的解谜元素,工作原理类似牵引光束。 当物体(如{{L|Npc_portal_turret_floor|炮塔...")
- 00:53, 30 June 2025 Zh/Scripts (hist | edit) [706 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Scripts|title=Scripts}} {{disambig}} '''脚本'''是引擎加载用于配置特定功能的文本文件。它们可以被各个游戏、模组或地图修改。大多数脚本使用{{L|KeyValues}}格式,通常存放在<code>scripts</code>文件夹或其子文件夹中。 这里的"脚本"可能指: * {{L|VScript}} - 用于运行外部脚本语言 {{since|{{l4d2}}}} * {{L|Soundscripts}} * {{L|Soundscapes}} * {{L|Weapon script}} {{todo|其他涉及文...")
- 00:50, 30 June 2025 Zh/Rcon (hist | edit) [450 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|rcon|title=rcon}} {{This is a|console command|name=rcon}} 该命令允许客户端在服务器上执行命令。服务器必须将<kbd>rcon_password</kbd>设置为非空字符串,且客户端必须设置相同的值才能执行命令。 语法: <code>rcon <命令></code> == 示例 == * <code>rcon say 这条say命令将从服务器控制台执行</code> * <code>rcon sv_cheats 1</code> == 参见 == * {{L|Source RCON Protocol}}")
- 00:41, 30 June 2025 Zh/Script (hist | edit) [5,393 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "<div class="translated-content"> {{LanguageBar|script|title=script指令}} {{This is a|console command|name=script|notext=1|since=Left 4 Dead 2}} 该命令在所有实现了含有使用{{L|Squirrel}}语言的{{L|VScript}}游戏中可用,具体包括{{L|VScript#Squirrel|这些游戏}}。 == 语法 == <pre>script <代码></pre> == 描述 == 该命令从根表(root table)执行Squirrel代码。代码中可以包含空格,即使不使用引号{{code2|"}}。 == 限制...")
- 00:21, 30 June 2025 Zh/Info target (hist | edit) [1,010 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|info_target|title=信息目标实体}} {{TabsBar|main=gs|base=info_target}} {{Preserved entity}} {{This is a|点实体|name=info_target|sprite=1}} {{CD|CInfoTarget|base=CPointEntity|file1=beam_shared.cpp}} 该实体可被多种不同实体使用,是任何需要指向、射击、注视或移动到特定目标的实体的通用目标。 它主要用作其他实体的目标,类似于{{L|info_null}}。对于{{L|light_spot|聚光灯}}来说,使用info_nu...")
- 00:19, 30 June 2025 Zh/Fling (hist | edit) [2,311 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{Portal topicon}} {{p2 topicon}} {{LanguageBar|Fling|title=抛射}} {{ACategory|Portal}} {{ACategory|Portal 2 Level Design}} right right {{L|Fling|抛射}}是{{portalserieslinked|4}}中的基本移动技巧。玩家将自身或物体因重力产生的向下动能转换为同样大小但方向改为垂直向上、水平或斜向上的能量。这项技巧通过在玩家正下方远处放置一个传送门,并在目标移...")
- 00:16, 30 June 2025 Zh/Trigger catapult (hist | edit) [10,361 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|trigger_catapult}} <!-- 当本页面更新为使用{{langsp}}或{{language subpage}}而非{{lang}}时,请将{{this is a}}移至基础页面,因为它会自动翻译。--> {{GMOD topicon}} {{P2 topicon}} {{TF2 topicon}} {{this is a|笔刷实体|name=trigger_catapult|game=传送门2|game1=军团要塞2|game2=盖瑞模组}} 在{{asrd|4}}中也有名为<code>trigger_catapult</code>的实体,但它似乎是功能不同的另一个实体。 <!-- 注释节...")
- 07:07, 29 June 2025 Zh/Art Therapy (Portal 2) (hist | edit) [4,840 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Art Therapy|title=艺术治疗主题}} {{Portal 2 theme menu}} thumb|right|250px|官方艺术治疗课程中的地图示例。注意毒液地板、"体育场灯光"和测试区域后方的暴露结构 该主题仅出现在《传送门2》"Peer Review"合作DLC中。时间线设定介于{{L|Underground (Portal 2)|旧光圈科技}}与现代设施之间。测试发生在类似水库的大型开放区域,测试室本身未...")
- 06:58, 29 June 2025 Zh/Keyframe rope (hist | edit) [3,812 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|title={{mono|move_rope / keyframe_rope}}}} {{Source topicon}} {{Preserved entity}} {{This is a|point entity|name=move_rope|name1=keyframe_rope|notitlechange=1}} {{CD|CRopeKeyframe|file1=rope.cpp}} 该实体用于标记{{L|Cables and Ropes|电缆与绳索}}中的节点。在编辑器中可能显示为<code>keyframe_rope</code>或<code>move_rope</code>,但两者在代码中完全一致。 传统上,绳索链的第一个实体使用<code>move_rope</code>...")
- 06:48, 29 June 2025 Zh/Faith Plate (hist | edit) [4,718 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Faith Plate|title=信仰弹射板}} {{lang|Faith Plate}}{{p2 topicon}} thumb|right '''信仰弹射板'''(Faith plates)或称'''弹射器'''是{{L|Portal2|《传送门2》}}中的弹跳垫。它们可以弹射物体如{{L|npc_portal_turret_floor|炮塔}}、{{L|cube (Portal 2)|立方体}}和玩家。 ==创建方法== 有多个实例可用;但{{Ent|trigger_catapult}}需要手动添加。设置其输出来触发实例,包...")
- 06:46, 29 June 2025 Zh/Underground (Portal 2) (hist | edit) [8,260 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Portal 2 theme menu|title=《传送门2》废弃设施主题}} {{Portal 2 theme menu}} 此{{L|Portal 2|《传送门2》}}美学主题展现在'''光圈科技实验室'''较新区域下方数英里处已被废弃的旧竖井中。其特点是黑暗、腐朽和简单实用。测试室由未完工的胶合板和金属脚手架搭建而成。巨型背景由开挖的基岩、混凝土和浓缩球体构成。环境音效包括浓缩球体外部的岩石声、...")
- 06:34, 29 June 2025 Zh/$keyvalues (hist | edit) [2,778 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|$keyvalues|title=$keyvalues}} {{this is a|QC命令|name=$keyvalues}} 该命令用于在.mdl文件中嵌入任意{{L|keyvalue|键值}}。 {{note|由于这些值是任意的,{{L|studiomdl}}在编译模型时无法验证其正确性。}} 程序员可以通过<code>modelinfo->GetModelKeyValueText(GetModel())</code>和<code>{{L|KeyValues}}</code>类访问$keyvalues块。 == 语法 == $keyvalues { ''键值数据'' } == 常用键值 == 完整列表...")
- 05:33, 29 June 2025 Zh/Use (hist | edit) [5,213 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Use|title=使用功能}} {{TabsBar|main=gs|base=Use}} {{toc-right}} 所有实体都有一个<code>Use</code>{{L|input|输入}},尽管许多实体对此不做响应。任何实体都可以设置自定义使用功能(参见{{↓|Programming}}),如果没有自定义功能则默认行为是将使用操作转发给实体的{{L|parent|父级}}。通常,使用功能执行玩家与实体交互时期望的操作(例如开门/关门、拾取物理对象)。有...")
- 05:30, 29 June 2025 Zh/Func button (hist | edit) [10,774 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|func_button|title=func_button实体}} {{TabsBar|main=gs2|base=func_button}} {{CD|CBaseButton|file1=buttons.cpp}} {{This is a|brush entity|name=func_button}} 该实体设计用于玩家可使用的按钮。当玩家使用{{L|+use}}时,按钮会移动到按下位置。 要查看使用<code>func_button</code>制作键盘的示例,请参阅{{L|button_keypad}}预设。 {{tip|如果需要在模型上创建按钮(通过伤害按钮笔刷触发输出),可...")
- 05:22, 29 June 2025 Zh/Opening doors with func button (hist | edit) [735 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Door Button Setup|title=门按钮设置}} = 创建门体 = 这将是按钮控制的开启门。可以使用{{L|func_door}}、{{L|prop_door_rotating}}或它们的组合。只需为门命名,并建议取消勾选"use opens"选项,强制玩家必须使用按钮开门。将门的自动关闭时间设为永不(-1)可能是个好主意。 = 创建按钮 = 创建一个{{L|func_button}}用于控制门体开启。添加OnPressed输出,触发门的Open(或T...")
- 05:20, 29 June 2025 Zh/Making lights turn on and off with a "trigger multiple" (hist | edit) [1,802 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Triggered Lighting Tutorial|title=触发式灯光教程}} {{Multiple issues| {{Dead end|date=January 2024}} {{Orphan|date=January 2024}} }} 本教程章节将指导您制作一个当玩家进入房间时自动开启,离开时自动关闭的灯光系统。 === 设置触发器 === frameless|right|触发器实体示意图 1. 在需要应用此效果的房间门口,使用trigger纹理创建一个笔刷 2. 选中刚创建的笔刷,...")
- 05:17, 29 June 2025 Zh/BSP flags (hist | edit) [216 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|BSP flags|title=BSP标志}} {{disambig}} * {{L|BSP flags (Quake and GoldSrc)|雷神之锤和金源引擎BSP标志}} * {{L|BSP flags (Quake II)|雷神之锤II BSP标志}} * {{L|BSP flags (Source)|起源引擎BSP标志}}")
- 05:15, 29 June 2025 Zh/Material map compile flags (hist | edit) [11,726 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|{{PAGENAME}}|title=材质编译标志}} 存在多个以<code>%</code>符号而非<tt>$</tt>开头的特殊{{L|:Category:List of Shader Parameters|着色器参数}}。这些参数被编译工具读取以改变其所附着面或笔刷的属性。大多数用于生成特殊的<code>tools/</code>纹理,但也可用于其他材质。<br> 除特别说明外,大多数标志都是{{L|boolean|布尔}}属性。 详见{{L|Tool textures|工具纹理}}了解各材...")
- 05:08, 29 June 2025 Zh/Clip texture (hist | edit) [4,258 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Clip textures|title=碰撞纹理}} ''{{L|Tool textures#Clips|裁剪}}纹理''是不可见的{{L|tool texture|工具纹理}},用于限制移动(通常是玩家的移动)。使用'''碰撞纹理'''的{{L|brush|笔刷}}通常称为''碰撞笔刷''。在{{L|Source|起源引擎}}中,通用的专用碰撞纹理是''Clip'',但也有替代品如''Player Clip''、''(Player) Control Clip''和''NPC Clip''。这些都属于同一个''Clips''{{L|VisGroup|可...")
- 05:05, 29 June 2025 Zh/Clip (hist | edit) [269 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Clip|title=Clip}} {{disambig}} '''Clip'''可以指: *{{L|Clip textures|碰撞纹理}},用于限制移动的不可见{{L|tool textures|工具纹理}} *{{L|Hammer Clipping Tool|Hammer裁剪工具}},用于使用"裁剪平面"切割当前选中的笔刷")
- 04:25, 29 June 2025 Zh/Tool textures (Source) (hist | edit) [37,220 bytes] WoShiGeNiCheng (talk | contribs) (Created page with " == Optimization == {| class="standard-table" |- style="z-index:1; position:sticky; top:0;border:2px solid #525252;" ! width="64px" style="background-color: #323232;color:white" | Image ! width="110px" style="background-color: #323232;color:white" | Filename ! width="75px" style="background-color: #323232;color:white" | Visible if <br /> world brush ! width="75px" style="background-color: #323232;color:white" | Casts shadows ! width="75px" style="background-color: #3...")
- 04:24, 29 June 2025 Zh/Tool textures (hist | edit) [519 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Tool textures}} {{disambig}} '''工具材质'''主要用于工具软件,有时也被引擎用于特殊功能处理: * {{L|Tool textures (GoldSrc)}} - 所有{{gldsrc|1}}引擎游戏可用的工具材质 * {{L|Tool textures (Source)}} - 所有{{src|1}}引擎游戏可用的工具材质 * {{L|Tool textures (Source)/Third-party games|第三方Source工具材质}} - 第三方{{src|1}}引擎游戏特有的工具材质 * {{L|Tool textures (Source 2)}} - 所...")
- 04:21, 29 June 2025 Zh/Mesh entity (hist | edit) [853 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|title=网格实体}} {{ACategory|Entities by type}} {{ACategory|Source 2}} {{Subpage|{{L|Entities}}}} '''网格实体'''仅在{{source2|4}}中可用,用于取代{{source|4}}的{{L|brush entity}}。由于{{Source2|4}}不再使用{{L|BSP}} {{L|brushes}},需要关联几何体的{{L|entities}}现在改为绑定到Hammer网格。 {{Note|尽管如此,Hammer的实体报告中仍会显示笔刷实体,实际上它们已是网格实体。}} == 网格实...")
- 04:14, 29 June 2025 Zh/Hitbox (hist | edit) [1,181 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hitbox}} {{ACategory|Modeling}} {{ACategory|Glossary}} right|250px '''Hitbox'''是用于伤害检测的隐形框体(通常为多个框体组合),用于近似表示{{L|model}}的轮廓。由于游戏模型面数过高无法实时计算命中检测,故采用此简化方案。 与{{L|bounding box|边界框}}的区别: * 命中框更复杂且更接近模型外形 * 边界框通常为单一长方体,用于移动碰撞检测 ==...")
- 04:12, 29 June 2025 Zh/Bounding box (hist | edit) [2,998 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Bounding box|title=边界框}} {{ACategory|QPhysics}} 400x300px|right|thumbnail|"mins"和"maxs"示意图 '''边界框'''(轴对齐边界框AABB和定向边界框OBB)是自动生成的隐形框体,用于定义实体的粗略尺寸。其主要作用是在实体可见时执行{{L|QPhysics}}碰撞检测(通常在更复杂的检测之前进行)。 如图所示,边界框由两个坐标点构成: * ''"mins"''(最...")
- 04:01, 29 June 2025 Zh/Hammer Object Properties Dialog (hist | edit) [3,615 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Object Properties dialog|title=对象属性对话框}} {{ACategory|Hammer Dialogs}} '''对象属性对话框'''是修改{{L|entity}}属性的主要方式,也可调整{{L|VisGroup}}属性(针对单个或多个笔刷)。非实体对象仅显示VisGroup选项卡。具体实体信息参见{{L|list of entities}}。 对话框中的类名及其{{L|KeyValues}}、{{L|Inputs and Outputs}}和{{L|Hammer Object Properties Dialog#Flags Tab}}取决于加载的{{L|...")
- 03:56, 29 June 2025 Zh/Triggers (hist | edit) [3,385 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Triggers|title=触发器}} {{ACategory|Glossary}} {{ACategory|Level Design}} {{ACategory|Programming}} '''触发器'''是能对其他实体存在作出响应的{{ent|entity}}。地图制作者可以创建触发器{{L|brush}}和触发器{{L|Mesh#Source_2|网格}},而程序员可以将任何对象设为触发器。{{Note|触发器中的<tt>Angles</tt>键值会在游戏中使其旋转。这可能有用,但如果残留未删除也会造成问题。}} ==...")
- 03:55, 29 June 2025 Zh/Trigger (hist | edit) [663 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Trigger|title=Trigger}} {{ent not in fgd|nolink=1}} {{CD|CBaseTrigger|file1=triggers.cpp}} {{ACategory|CBaseTrigger}} {{this is a|brush entity|name=trigger}} 这是一个通用触发器{{ent|entity}},所有{{L|triggers}}都继承自它。 {{note|该实体主要用于调试目的(类似{{ent|funCBaseFlex}}),实际用途有限。生成时未调用关键的[https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/m...")
- 03:53, 29 June 2025 Zh/Trigger proximity (hist | edit) [1,852 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CTriggerProximity|title=触发距离检测}} {{CD|CTriggerProximity|file1=trigger.cpp}} {{this is a|brush entity|name=trigger_proximity}} 用于测量{{L|trigger}}体积内实体与指定点的距离(在给定半径范围内)。当实体位于中心点时,''NearestEntityDistance''输出为0;当实体位于半径边缘时输出为1。 {{note|此实体无法可靠检测实体何时离开半径范围,因此仅适用于检测实体接近情况。这...")
- 03:51, 29 June 2025 Zh/Trigger look (hist | edit) [1,976 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Trigger look|title=Trigger look}} {{CD|CTriggerLook|file1=triggers.cpp}} {{this is a|brush entity|name=trigger_look}} 用于当玩家注视某物时触发事件。 当玩家在触发体积内注视目标实体达到指定时间后,会触发'''OnTrigger'''输出。如果玩家离开触发区域或移开视线,计时器将重置。 如果勾选了'''Use Velocity instead of facing'''属性(Flags),触发器将使用玩家速度而非视角方向来判...")
- 03:45, 29 June 2025 Zh/Orange Box (hist | edit) [623 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Orange Box|title=橙盒}} '''{{PAGENAME}}'''可能指: # {{orangebox|4|nt=0}} - 2007-2009年的引擎分支(最后一个需要依赖{{hl2|1}}大部分内容才能正常运行的引擎版本)。亦称{{src07|3.1}}。本页面也提供{{src09|3.1}}版本。 # {{TOB|4}} - 包含以下游戏的捆绑包:{{hl2|3.1}}、{{hl2lc|3.1}}(仅PC)、{{hl2ep1|3.1}}、{{hl2ep2|3.1}}、{{portal|3.1}}、{{tf2|3.1}}。 # {{TOBC|4}} - 上述PC捆绑包的主机版...")
- 03:41, 29 June 2025 Zh/Logic playerproxy (hist | edit) [5,362 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CLogicPlayerProxy|title=逻辑玩家代理}} {{CD|CLogicPlayerProxy|file1=logic_playerproxy.cpp}} {{this is a|logical entity|name=logic_playerproxy|sprite=playerproxy_this_icon_from_black_mesa_game.png|game=半条命2系列|game1=传送门系列|game2=异形丛生|game3=反恐精英:全球攻势|game4=黑山}} 用于在玩家和游戏世界之间传递输入/输出信号。 {{note|输出仅会在地图中该实体的第一个实例上触发。}} {{note...")
- 22:32, 28 June 2025 Zh/Generic Keyvalues, Inputs and Outputs/Keyvalues (hist | edit) [1,738 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "== Keyvalues == {{KV|{{L|targetname|Name}}|intn=targetname|string|其他实体引用此实体时使用的名称。}} {{KV|{{L|Classname|Class}}|intn=classname|string|决定实体生成前的特性。{{Tip|运行时修改仍有特定用途,但需谨慎使用。}}}} {{KV|{{L|Globalname|Global Entity Name}}|string|intn=globalname|当实体转移到具有相同全局名称的另一地图时,属性将复制到目标实体。 :{{Important|仅适用于{{hl2}}风格地图过...")
- 22:28, 28 June 2025 Zh/Generic Keyvalues, Inputs and Outputs/Outputs (hist | edit) [346 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "== 输出 == {{O|OnUser1|to=OnUser4|activator = FireUser1-4输入的触发者|这些输出会分别在对应的FireUser1至FireUser4输入触发时激活;参见{{L|User Inputs and Outputs|用户输入与输出}}。}} {{O|OnKilled|only={{l4d}}|activator = !caller = none|caller=hide|当实体被杀死并从游戏中移除时触发此输出。}}")
- 21:46, 28 June 2025 Zh/Generic Keyvalues, Inputs and Outputs/Inputs (hist | edit) [3,787 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "== 输入 == {{I|{{L|AddOutput}}|为实体添加新的键值/输出。某些键值需要额外代码支持,仅通过此输入修改可能无效。<br/>格式:<code><键名> <值></code><br/>格式:<code><输出名称> <目标实体>:<输入名称>:<参数>:<延迟>:<最大触发次数(-1表示无限)></code>|param=string}} {{I|{{L|Kill}}|从场景中移除该实体及其所有子实体。}} {{I|FireUser1|to=FireUser4 |param=string|触发对应的<code>OnUser</...")
- 21:33, 28 June 2025 Zh/Logic multicompare (hist | edit) [1,256 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CLogicCompareInteger|title=逻辑比较整数实体}} {{CD|CLogicCompareInteger|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_multicompare|sprite=1}} 比较一组输入值。如果全部相同,触发<code>OnEqual</code>输出;如果存在不同,触发<code>OnNotEqual</code>输出。 该实体内部维护一个整数列表,用于存储通过<code>InputValue</code>输入接收的值。所有输入值必须为整数或布尔值(若...")
- 00:06, 28 June 2025 Zh/Prop physics (hist | edit) [8,356 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{CD|CPhysicsProp|file1=props.cpp}} {{This is a|model entity|name=prop_physics}} 用于向世界添加刚性的{{L|VPhysics}}物理模拟{{L|model|模型}}。 prop_physics唯一需要的值是一个模型路径。只要该模型是{{L|prop_data|physics-enabled}},地图启动时就会从中加载正确的数据。可以使用"Override Parameters"键值更改任何嵌入的物理数据。 像<code>prop_physics</code>这样的物理对象可以被{{L|Parent|parented}}...")