New pages

Jump to navigation Jump to search
New pages
Hide registered users | Hide bots | Show redirects
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)
  • 10:53, 17 July 2025CPropCombineBall/definitions (hist | edit) ‎[6,681 bytes]Theki (talk | contribs) (Created page with "===Serverside=== ====[https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/server/hl2/prop_combine_ball.h prob_combine_ball.h]==== <syntaxhighlight lang="cpp"> //----------------------------------------------------------------------------- // Looks for enemies, bounces a max # of times before it breaks //----------------------------------------------------------------------------- class CPropCombineBall : public CBaseAnimating, public CDefaultPlayerPicku...")
  • 10:55, 14 July 2025Ru/Unit (hist | edit) ‎[1,810 bytes]Clash (talk | contribs) (Rusian translate)
  • 22:36, 12 July 2025Timestamped.log (hist | edit) ‎[1,072 bytes]CHILLMODEA (talk | contribs) (Move User:CHILLMODEA/Pages/timestamped.log out of userspace)
  • 08:27, 11 July 2025Zh/Trigger paint cleanser (hist | edit) ‎[870 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{this is a|brush entity|name=trigger_paint_cleanser|game=Portal 2}} It is a trigger volume that destroys gel blobs which pass through it, and removes gel from objects such as cubes. In {{game link|Portal 2: Community Edition}}, it will additionally reset the paint gun's gel types when the player passes through it. {{note|It does not remove gel applied to brushes, or block gel from streaking past it.}} {{bugfix|In Portal 2, the en...")
  • 01:34, 5 July 2025Zh/Logic script (hist | edit) ‎[3,558 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{Source topicon}} {{Source 2 topicon}} {{tabsBar|main=s2|base=logic_script}} {{CD|CLogicScript|CPointEntity|file1=1}} __NOTOC__ left|Source 1编辑器图标 left|Source 2编辑器图标 {{this is a|逻辑实体|name=logic_script|since=Left 4 Dead 2}} 该实体在{{tf2branch|4}}和{{mapbase|4}}中也可用。 此实体作为{{L|VScript}}的容器。例如在Left 4 Dead 2中,它被广泛用于...")
  • 01:28, 5 July 2025Zh/Arrival departure transition ents.vmf (Portal 2) (hist | edit) ‎[2,142 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} 包含确保关卡间平滑过渡的基础实体。同时包含实例文件''transition_entry.vmf''和''transition_exit.vmf'',其相关内容也将在此列出。通常位于:<code>C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\instances\</code> 这些实体由''transition_entry.vmf''中触发的"sp_transition_list.nut"{{L|VScript}}处理。 更多过渡相关信息,请参阅{{L|Level Transition (Portal 2)}}。 ==func_instance_...")
  • 01:27, 5 July 2025Zh/Disassembler (hist | edit) ‎[552 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Disassembler|title=拆解器(Disassembler)}} thumb|right|300px|合作模式拆解室 '''拆解器'''是合作模式地图的终点场景。 ==实例配置== 1. 创建{{L|func_instance}}实体并设置: ::{| class=standard-table ! Property Name || Value |- | Name || coop_endlevel_room |- | VMF Filename || instances/coop/coop_endlevel_room.vmf |} 2. 创建{{L|Coop_Door}}并与之对齐 ==手动创建== (...")
  • 01:20, 5 July 2025Zh/Elevator (Portal 2) (hist | edit) ‎[3,648 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} '''电梯'''在{{L|p2|4}}中用于玩家在不同关卡间过渡。请勿与联机模式中的分解器混淆。电梯存在于四种主题风格中:荒废、重建、洁净和Wheatley主题。 == 添加电梯到地图 == {{note|本教程将创建电梯生成点。要防止土豆枪生成,请参阅下方的简易教程1。}} ===入口电梯=== 1. 使用实体工具创建{{L|func_instance}},命名"{{m...")
  • 09:31, 4 July 2025Zh/List of Portal soundscapes (hist | edit) ‎[6,030 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{back | Portal Level Creation}} {{DISPLAYTITLE: Portal - 音效场景列表|noerror}} {{toc-right}} 以下是{{portal}}中可用的22种soundscapes列表。测试音效的简便方法是使用控制台命令''playsoundscape'',该命令支持音效名称搜索功能,无需打印本列表作为参考。 名称含'util'的音效需嵌入完整音效场景中使用。虽然游戏中可独立运行,但其丰富度通常不如组合效果。部分...")
  • 09:28, 4 July 2025Zh/List of Portal 2 Soundscapes (hist | edit) ‎[76,126 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|List of Portal 2 Soundscapes|title=传送门2音效列表}} {{p2 topicon}} {{back | Portal 2 Level Creation}} {{toc-right}} 以下是{{Portal2|4}}中可用的396种{{L|soundscapes}}列表。游戏同时包含{{Portal|2}}的全部音效(完整列表参见{{L|List of Portal soundscapes|传送门音效列表}})。测试音景的简便方法是使用控制台命令''playsoundscape'',该命令支持音景名称搜索功能,无需打印本列表作为参...")
  • 09:01, 4 July 2025Zh/Shredder (hist | edit) ‎[4,654 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Shredder|title=粉碎机(Shredder)}} thumb|right|{{L|Portal 2}}中的粉碎机 '''粉碎机'''(又称'''研磨机''')是{{L|Portal 2}}中的旋转刀片,可摧毁掉入其中的物体和玩家。其功能类似{{L|pit (Portal 2)|无底洞}}和{{L|slime|致命粘液}},但采用{{L|Factory (Portal 2 theme)|工厂主题}}设计。 ==创建方法== {{note|虽然粉碎机模型自带旋转动画,但每次动画循环时会...")
  • 08:56, 4 July 2025Zh/Crusher (hist | edit) ‎[5,389 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Crusher|title=粉碎机(Crusher)}} thumb|rightPortal 2中,'''粉碎机'''是带有尖刺的面板。和普通面板一样,它们连接在机械臂上,但机械臂后方装有一个驱动粉碎机的大型活塞。 thumb|right|300px|粉碎机面板 == 创建粉碎机 == {{note|除了从头创建粉碎机,您也可以下载现成的实例文件,详见{{L|Crusher#外部...")
  • 06:40, 3 July 2025Zh/Weapon portalgun (hist | edit) ‎[4,547 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Weapon portalgun}} {{this is a|模型实体|name=weapon_portalgun|series=Portal}} {{CD|CWeaponPortalgun|base=CBasePortalCombatWeapon|file1=weapon_portalgun.cpp}} 这是贯穿整个系列的核心道具——光圈科学手持传送门装置。在被拾取前即可发射传送门,常被放置在{{L|Creating a rotating portalgun|基座}}上。可抓取重量不超过85kg的物理对象。 与其他武器实体相同,传送枪被拾取后仍会存在,...")
  • 06:29, 3 July 2025Zh/Prop portal (hist | edit) ‎[3,442 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CProp_Portal}} {{this is a|模型实体|name=prop_portal|series=Portal}} ==实体描述== 代表传送门的实体,与{{L|weapon_portalgun}}发射的传送门完全一致。 {{note|若要使prop_portal与玩家传送枪关联,必须将传送门配对ID设为0。}} {{warning|通过{{code|Kill}}等方式删除传送门可能导致游戏崩溃,应使用{{code|Fizzle}}或{{code|SetActivatedState 0}}: :{{note|区别在于:{{code|Fizzle}}会播放音...")
  • 06:20, 3 July 2025Zh/Linked portal door (hist | edit) ‎[3,507 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CLinkedPortalDoor|title=关联传送门(linked_portal_door)}} thumb|250px|关联传送门示例:连接相同规格的白砖房间 {{this is a|模型实体|name=linked_portal_door|game=Portal 2|game1=Strata Source|icon=Portal 2}} 这是一种特殊的{{L|prop_portal|传送门}}类型,无视觉效果,用于无缝连接地图中两个远距离区域。这些传送门呈方形,玩家可通过传送枪穿越...")
  • 06:18, 3 July 2025Zh/Conveyor (Portal 2) (hist | edit) ‎[3,512 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Conveyor (Portal 2)|title=传送带(Portal 2)}} == 概述 == 要创建《Portal 2》的传送带系统,需要创建一系列{{L|func_tracktrain}}实体,每个实体都配有{{L|path_track}}路径点,并通过首尾相连形成闭环(第一个路径点需勾选''传送到此路径点''选项)。 {{note|关于如何让颜料附着在传送带上,请参阅页面底部的{{L|Conveyor_(Portal_2)#Notes|注意事项}}}} 将每个{{L|func_tracktra...")
  • 07:22, 2 July 2025Zh/Portal 2 raTTail elements (hist | edit) ‎[553 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Portal 2 raTTail elements|title=传送门2 raTTail元素}} {{stub}} 《传送门2》的模组raTTail是一个目前处于早期开发阶段的概念。 == 元素 == * 以下是目前已完成的元素。 1. 重力弹投放器 2. 重力弹接收器 3. 推进器(一种微型风扇) * 以下是目前正在开发中的元素。 1. 破坏凝胶 2. 具有更新属性的转换凝胶 3. 精神错乱、药丸和同伴方块的 proximity 要求 4. 计算机...")
  • 07:18, 2 July 2025Zh/Explosive Cube (hist | edit) ‎[1,821 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Explosive Cube|title=爆炸方块}} {{Stub}} == 创建方法 == 假设你已经有一个可以放置爆炸立方体的测试关卡。如果没有,可以参考这里学习基础的关卡设计。 准备工作: 确保你已经下载了[{{fullurl:{{FULLPAGENAME}}|diff=prev}} 这些必要文件]。如果没有安装这些文件,你仍然可以使用普通立方体,但这可能会让玩家误以...")
  • 07:15, 2 July 2025Zh/Cube Inductance (hist | edit) ‎[2,418 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Cube Inductance|立方体感应器}} '''Cube Inductor(立方体感应器)'''是一个非《传送门2》自带的自定义元素。它由一个设置在测试室墙壁上的高而窄的腔体组成。这种感应器的工作原理类似“震动手电筒”,当金属物体(如立方体)穿过它时,会产生一个能量场。感应器利用“无限下落”技术来实现这一功能。 == 制作方法 == 假设你已有一个可放置感应...")
  • 07:13, 2 July 2025Zh/Chasing Laser (hist | edit) ‎[1,329 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "'''Chasing Lasers(追踪激光)'''是一个非《传送门2》自带的自定义元素。它本质上是一种会跟随玩家移动的{{L|Thermal Discouragement Beam|激光}}。 == 制作方法 == 0. 创建一个带有基础房间的新地图 1. 创建一个最小尺寸为64 x 64的立方体,将其设置为{{L|func_tank|func_tank}},并进行如下设置: ::{| class=standard-table ! Property Name || Value |- | Name || Tank |- | Pitch Rate || 30 |- | Pitc...")
  • 07:09, 2 July 2025Zh/Half-Life Model Viewer (hist | edit) ‎[529 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Half-Life Model Viewer|半条命模型查看器}} {{disambig}} {{Hlmv|4|nt=1}}是一个用于预览3D{{L|model|模型}}({{L|MDL|MDL文件}})的程序。有两个特定于引擎的版本: *{{L|Half-Life Model Viewer (GoldSrc)|GoldSrc版Half-Life模型查看器}} - 适用于{{GoldSrc|4}}。 *{{L|Half-Life Model Viewer (Source)|Source版Half-Life模型查看器}} - 适用于{{Src|4}}。 ==另见== <!-- 这里可能值得列出 --> *{{L|hlmvpp|4.1}} - {{...")
  • 07:07, 2 July 2025Zh/Porting humanoids to Portal 2 (hist | edit) ‎[10,015 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{P2 topicon}}thumb|right|《半条命》中的{{L|G-Man|G-Man}}在{{portal2|4}}中,带有可活动的眼睛和面部动画。 由于存在许多且有时是未知的漏洞,{{portal2|4}}不支持直接(即“拖放”)移植人类和类人生物模型,例如来自{{hl2|4}}的那些模型。<br> 通过使用这种方法移植这些模型,类人生物会导致{{L|Hammer| Hammer编辑器}}、{{L|HLMV|Half-Life模型查看...")
  • 06:59, 2 July 2025Zh/Bumbleball (hist | edit) ‎[1,880 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|title=Bumbleball|嗡嗡球}} thumb|right|Bumbleball Bumbleball(嗡嗡球)是由Skotty和Moth创建的全新《传送门2》谜题元素。当嗡嗡球处于玩家视野之外时,它会每2秒弹跳一次,弹跳时会发出独特的声音。它们与球体有“很大”不同,并且与涂有蓝色涂料的立方体的行为也不同,这使得它们在这方面独具特色。 == 下载内容特点 == * 一个专门...")
  • 06:56, 2 July 2025Zh/Portal 2 Energy Balls (hist | edit) ‎[1,349 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Energy Ball|title=能量球}} thumb|right|Energy Ball - 能量球 能量球是来自Portal|传送门的谜题元素,在Portal 2|传送门2中并未出现。幸运的是,Skotty将其移植了过来,尽管外观有所不同。 == 下载内容特点 == 该数据包包含: * 普通能量球的材质、模型和声音。 * 洁净型能量球发射器和接收器的材质和模型 * 脏污型和洁净型发射器及接...")
  • 06:49, 2 July 2025Zh/List of Portal 2 Map Resources (hist | edit) ‎[21,032 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{spoiler2}} {{Warning|本文包含《传送门2》地图的缩略图,以帮助地图制作者查找地图。}} 在《传送门2》的官方地图中,有许多有用的示例和资源可供参考。《传送门2制作工具》附带了一个sdk_content文件夹,其中展示了极少数单人游戏和合作模式的源地图文件。 以下是官方地图及其特殊资源的列表。此列表旨在帮助找到更多示例和实例。 = 地图...")
  • 06:44, 2 July 2025Zh/List of Portal 2 Particles (hist | edit) ‎[11,935 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{Underlinked|date=January 2024}} {{lang|List of Portal 2 Particles|title=《传送门2》粒子效果列表}} == {{src}} 通用粒子效果 == {| class=standard-table ! Particle Name - 粒子名称 || Description - 描述 || PCF |- | burning_gib_01(b) || || fire_01 |- | embers_large_(01/02) || || fire_01 |- | embers_medium_(01/03) || || fire_01 |- | embers_small_01 || || fire_01 |- | env_fire_* || 用于env_fire实体的各种粒子。 || fire_01 |- | fire_jet_(01/02)...")
  • 06:40, 2 July 2025Zh/List of HL2 entities (hist | edit) ‎[12,328 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|List of HL2 entities|半条命2实体列表}} {{back | Half-Life 2 Level Creation}} {{DISPLAYTITLE: Half-Life 2 - List of Entities}} __NOTOC__ == ''' base.fgd - base.fgd''' == See {{L|List of base entities|基础实体列表}} == ''' halflife2.fgd - halflife2.fgd''' == {{ColumnBox|count=4| '''ai - 人工智能''' * {{L|ai_ally_manager}} * {{L|ai_battle_line}} * {{L|ai_changehintgroup}} * {{L|ai_changetarget}}...")
  • 06:34, 2 July 2025Zh/Pit (hist | edit) ‎[2,910 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Pit|title=深渊}} thumb|right|250px|"Could you just jump into that pit?" <br>- '''Wheatley''' '''无底深渊'''在{{L|Portal 2|传送门2}}中被用作障碍物,和{{L|Shredder|粉碎机}}以及{{L|slime|致命粘液}}一样,会摧毁掉落到其中的物体和玩家。玩家落入其中时会触发渐变为黑色的效果。 == 你需要的实体 == *{{L|trigger_hurt}} - 使用方块工具 *{{L|player_loadsaved}} - 用于加载最...")
  • 08:49, 1 July 2025Zh/Player loadsaved (hist | edit) ‎[1,016 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|player_loadsaved|title=玩家存档加载器}} {{TabsBar|main=gs|base=player_loadsaved}} {{CD|CRevertSaved|file1=1}} {{This is a|logical entity|name=player_loadsaved}} 此实体被触发时会重新加载玩家最近的存档。典型应用场景包括: - 当重要NPC死亡时显示游戏结束画面 - 当关键道具丢失无法继续游戏时 建议配合{{ent|env_message}}实体显示提示信息 == Keyvalues == {{KV|name|Targetname|string|其他实...")
  • 08:42, 1 July 2025Zh/Prop testchamber door (hist | edit) ‎[1,429 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{CD|???|base=CBaseAnimating}} {{this is a|model entity|name=prop_testchamber_door|game=Portal 2}} 测试室门实体。本质上是一个增强版的{{L|prop_dynamic|动态模型实体}},具有更多输入输出、预设模型和更精简的键值。 200px|thumb|right|测试室门 ==键值(Keyvalues)== {{KV Targetname}} {{KV|Area Portal Window Name|target_destination|控制门关联的区域传送窗口名称}} {{KV|Fade Area Portal?|boolean|...")
  • 07:02, 1 July 2025Zh/List of Portal 2 Instances (hist | edit) ‎[30,419 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|List of Portal 2 Instances|title=传送门2实例列表}} {{lang|List of Portal 2 Instances}} {{Portal2}}的主要特性之一是使用了实例(instances)。简而言之,实例(在Hammer中使用{{ent|func_instance}}实体放置)允许将VMF文件嵌套在其他VMF文件中。它们类似于预制件(prefabs),但当实例的源文件被修改时,所有包含该实例的地图都会同步更新。更多信息请参见{{L|Instance|实例}}。 以下...")
  • 06:53, 1 July 2025Zh/Catwalk (Portal 2) (hist | edit) ‎[2,012 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Catwalk (Portal 2)|title=走道(传送门2)}} thumb|right|300px|游戏中的步道 {{Portal2}} '''步道(Catwalks)'''是{{Portal2|3}}中的建筑元素,通常出现在{{L|Behind the Scenes (Portal 2)|幕后}}部分。它们由一系列{{L|models|模型}}构成,这些模型位于<code>props_bts</code>文件夹中,前缀为<code>hanging_</code>。可以通过{{ent|prop_static}}实体在游戏中使用这些模型作为...")
  • 06:37, 1 July 2025Zh/Func portal bumper (hist | edit) ‎[1,109 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{lang|title=func_portal_bumper}} {{this is a|笔刷实体|name=func_portal_bumper|series=Portal}} {{CD|CFuncPortalBumper|base=CBaseEntity}} __TOC__ ==实体描述== 该实体用于《传送门》游戏使无法在其内部开启传送门, 且将传送门弹开。当防传送门表面直接与允许传送门的表面相连时使用此实体。 虽然并非绝对必要,但使用该实体会使你的谜题更加友好。如果表面存在角度(例如房间角落)...")
  • 20:02, 30 June 2025Zh/L4D2 Level Design/Foot Lockers (hist | edit) ‎[9,388 bytes]Payne酱 (talk | contribs) (Created page with "{{subst:#if: Translation of 'L4D2 Level Design/Foot Lockers' to '中文' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
  • 11:24, 30 June 2025L4D2 Level Design/L4D2 Detail props (hist | edit) ‎[13,163 bytes]MrFunreal (talk | contribs) (Created page, as its difficult to remember in L4D2 which materials can be used together because of the detail prop exclusivity.)
  • 03:05, 30 June 2025Zh/Diversity Vent (hist | edit) ‎[2,571 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Diversity Vent|title=气动分拣通风口}} {{lang|Diversity Vent}} '''气动分拣通风口'''是游戏中较少使用的测试元素,仅在"幕后"主题章节中出现(剧透警告:通风口破裂导致你和Wheatley被吸入)。不过相关建造工具仍然可用。它们属于'''重要设备通风系统'''的组成部分,是《传送门2》中的装饰元素,遍布光圈科技用于输送物品,如{{L|cubes (Portal 2)|立方体}}、{{L|...")
  • 03:02, 30 June 2025Zh/Security Camera (hist | edit) ‎[906 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Security Camera|title=安全摄像头}} {{Underlinked|date=January 2024}}{{p2 topicon}}{{source topicon}} {{langsp|Security Camera}} right|thumb|150px|时刻监视中。 {{portal2}} '''监控摄像头'''存在于光圈科技测试室内。'''监控摄像头'''是一种{{L|NPC}}实体,会自动追踪玩家在房间内的位置,其功能类似于初代{{Portal}}中的摄像头。与初代不同,{{Portal2}}的摄像头不再需要{{e...")
  • 03:00, 30 June 2025Zh/Test Sign (hist | edit) ‎[2,185 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Test Sign|title=测试室标识}} 测试室标识是《传送门2》中用于向玩家展示当前关卡包含的元素类型和关卡进度(当前关卡数/总关卡数)的工具。 {{bug|hidetested=1|Steam创意工坊地图中的标识可能无法准确反映测试元素使用情况、数量或进度,特别是当从队列中删除地图时。}} {{bug|hidetested=1|如果Steam创意工坊地图队列超过99个,大数字将仅显示最后一位。}...")
  • 02:59, 30 June 2025Zh/Level of detail (hist | edit) ‎[1,369 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Level of Detail|title=细节层级(LOD)}} '''细节层级'''('''Level of Detail''',简称'''LOD''')是通过为{{L|models}}准备多个低精度版本,在物体较远/较小时切换显示的技术原理。这能以适度增加内存/磁盘空间为代价,显著节省不必要的运算资源。 模型LOD会立即切换。需注意您的LOD切换时不要产生视觉噪点,这会分散注意力。在{{L|Water Hazard}} {{hl2}}中的某些树...")
  • 02:57, 30 June 2025Zh/Pumping Station (hist | edit) ‎[1,490 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{lang|Pumping Station|title=泵站}} == 凝胶泵 == thumb|right|300px|演示视频: http://www.youtube.com/watch?v=MWi5028qsK8 凝胶泵是《传送门2》地下区域的标志性场景元素。<br> 它们的作用是将凝胶从地下储层泵送到设施的其他区域。这些泵站易于建造,如果使用得当,能为地图增添氛围和特色。该预制件包含一组管道及相应音效,对于想在自己地图中实...")
  • 02:55, 30 June 2025Zh/List of Portal 2 Levels (hist | edit) ‎[4,826 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|List of Portal 2 Levels|title=传送门2关卡列表}} {{Dead end|date=January 2024}} {{toc-right}} == 单人模式 == ===第一幕(第一章)=== *{{code|preset=2|sp_a1_intro1}} *{{code|preset=2|sp_a1_intro2}} *{{code|preset=2|sp_a1_intro3}} *{{code|preset=2|sp_a1_intro4}} *{{code|preset=2|sp_a1_intro5}} *{{code|preset=2|sp_a1_intro6}} *{{code|preset=2|sp_a1_intro7}} *{{code|preset=2|sp_a1_wakeup}} ===第二幕(第二到五章)=== *{{code|preset=2|sp_a2_...")
  • 02:43, 30 June 2025Zh/List of Portal entities (hist | edit) ‎[2,844 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Portal - List of Entities|title=传送门 - 实体列表}} {{back | Portal Level Creation|传送门关卡创建}} {{DISPLAYTITLE: 传送门 - 实体列表}} {{toc-right}} == {{L|Base.fgd/Portal|base.fgd}} == 参见{{L|List of base entities|基础实体列表}} == {{L|Half Life 2.fgd|halflife2.fgd}} == 参见{{L|List of HL2 entities|半条命2实体列表}} == {{L|portal.fgd}} == {{ColumnBox|count=4| '''env - 环境类''' * {{L|env_lightrail_endpoint}} *...")
  • 02:37, 30 June 2025Zh/List of base entities (hist | edit) ‎[7,442 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|List of Entities|title=实体列表}} {{ColumnBox|count=4| '''ai - AI类''' * {{L|ai_speechfilter}} * {{L|aiscripted_schedule}} '''ambient - 环境类''' * {{L|ambient_generic}} '''color - 颜色类''' * {{L|Color correction (entity)|color_correction}} * {{L|color_correction_volume}} '''cycler - 循环类''' * {{L|cycler}} '''env - 环境类''' * {{L|env_beam}} * {{L|env_beverage}} * {{L|env_blood}} * {{L|env_bubbles}} * {{L|env_credits}} * {{L|env_cubemap...")
  • 02:26, 30 June 2025Zh/Prop sphere (hist | edit) ‎[1,656 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{Ent not in fgd}} {{CD|CPhysSphere|file1=props.cpp}} {{this is a|模型实体|name=prop_sphere|engine=Source}} 这是一个本质上等同于{{L|prop_physics}}的实体,但具有完美的球形{{L|VPhysics}}碰撞模型(半径12单位)。如果您需要创建球形实体,使用prop_sphere远比尝试创建球形{{L|collision mesh|碰撞网格}}要高效得多! {{tip|半条命2中唯一的球形模型是<code>models\combine_helicopter\helicopter_bomb01.mdl</co...")
  • 02:23, 30 June 2025Zh/List of Portal 2 Entities (hist | edit) ‎[9,284 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{lang|List of Portal 2 Entities|title=''传送门2''—实体列表}}{{p2 topicon}} {{back | 传送门2关卡创建}} __NOTOC__ {{todo|本页面内容不准确,因为并非所有列在base/HL2/Portal页面上的实体都存在于传送门2中,应更改为仅列出传送门2特有的实体(检查dumpentityfactories)。此外或许应该删除按FGD文件分类的部分,因为这种分类方式实用性不高。}} == {{src}}{{L|Base.fgd/Portal 2|base.fgd}} ==...")
  • 02:09, 30 June 2025Zh/Point servercommand (hist | edit) ‎[1,602 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "__NOTOC__ {{CD|CPointServerCommand|file1=client.cpp}} {{this is a|逻辑实体|name=point_servercommand}} 该实体用于向服务器控制台发送命令。只需将其放置在地图中并触发Command输入即可使用,参数应为要执行的精确{{L|console command|控制台命令}}或要修改的{{L|console variable|控制台变量}}。{{confirm|可以使用任何未标记为作弊或隐藏的ConCommands/ConVars。}} {{note|由于滥用风险较高,该实体...")
  • 02:06, 30 June 2025Zh/Thermal Discouragement Beam (hist | edit) ‎[1,328 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Thermal Discouragement Beams|title=热能阻隔光束(激光)}} {{P2 topicon}} thumb|right|300px|《传送门2》中的激光 热能阻隔光束(或称'''激光''')是{{Portal2|4}}中的解谜元素。激光从发射器射出,可用于触发接收器并摧毁{{L|npc_portal_turret_floor|炮塔}}。和其他测试元素一样,激光可通过传送门延伸。玩家接触激光会...")
  • 02:02, 30 June 2025Zh/Projected tractor beam entity (hist | edit) ‎[1,077 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|projected_tractor_beam_entity}} {{P2 topicon}} thumb|right|300px|prop_tractor_beam发射的projected_tractor_beam_entity {{ent not in fgd}} {{this is a|点实体|name=projected_tractor_beam_entity|game=传送门2}} 这是由{{L|prop_tractor_beam}}创建的实际牵引效果。直接放置在地图中的实体行为类似于通过{{L|prop_tractor_beam}}生成的版本,只是没有发射器模型且没有推/拉力。<br>...")
  • 01:56, 30 June 2025Zh/Projected wall entity (hist | edit) ‎[499 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|projected_wall_entity}} right|thumb|从prop_wall_projector发射的projected_wall_entity游戏截图 {{this is a|点实体|game=Portal 2|name=projected_wall_entity}} 这是由<code>{{L|prop_wall_projector}}</code>创建的{{L|Hard light surface|强光桥}}实体。直接放置在地图中的实体行为与通过<code>prop_wall_projector</code>生成的完全一致,只是没有发射器模型。 {{ACategory|Point entities...")
  • 01:54, 30 June 2025Zh/Prop wall projector (hist | edit) ‎[762 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|prop_wall_projector|title=墙壁投影器实体}} right|thumb|prop_wall_projector的游戏内截图 {{this is a|模型实体|game=传送门2|name=prop_wall_projector}} 这是一个能发射{{L|Hard Light Surface|强光桥}}(<code>{{L|projected_wall_entity}}</code>)的模型。 {{Bug|强光桥不会预缓存'projected_wall_impact'粒子效果,首次启用时会导致卡顿。在地图中任意位置放置一个设置为该...")
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)