Zh/Info director

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Revision as of 07:18, 19 September 2016 by 求生的兔子 (talk | contribs)
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Template:L4d series point 本界面由百度贴吧ID:绞死的兔子求生翻译,英语水平有限,有错误请提出。 Info_director导演实体(适用于1代与2代地图) 导演实体是求生之路系列游戏地图制作中的一个点实体,这就是所谓的导演,臭名昭著的AI导演,刷新尸潮,控制药品啥的。导演基本为自动化的,只是某些东西需要设计地图的设计师来制作相应的东西。如logic_director_query这个是导演的愤怒值的实体,能输出导演的愤怒,让设计者可以按照愤怒值来设置所需的条件等,比如愤怒值高刷TANK啥的。

Caveats

Using the changelevel console command to restart the map will cause the director to ignore the forcesurvivorpositions input.
If you are restarting the map after a fresh compile using changelevel and you need to test out your intro sequence, use the kill console command afterwards to have the mission fail, this will cause the map to restart in a way that allows the info_director to use forcesurvivorpositions input, which will also allow your cameras to function.
logic_auto cannot trigger forcesurvivorpositions unless the map was freshly loaded from the game menu as a campaign, or is restarting after mission failure.
To get around this, have the director call forcesurvivorpositions and releasesurvivorpositions on itself using the ongamestart input. When your campaign is ready for release, you can safely change it back to using a logic_auto before final compilation if you wish, since players will be loading your campaign from the game menu.

Keyvalues

Name (目标名称) <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)

Origin:

Origin (X Y Z) (origin) <origin(en)>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Inputs

求生之路 Original inputs

原始输出
Fired when a major event happens that the director should know about.
PanicEventControlled <int>
Like Panic Event, but allows for some control of intensity, via the number of waves. Standard values are 1 for earlier maps, 2 for later maps.
Note.png注意:PanicEventControlled only works in L4D1. In L4D2, a series of panic event (and much more!) are triggered by running director vscripts.
ForceSurvivorPositions
Make each survivor stand at an info_survivor_position.
ReleaseSurvivorPositions
Allow survivors to move freely again.
FireConceptToAny <string>
Fire a speech concept to any survivor that is capable of speaking it. Allows survivor dialogue to be triggered by map entities (e.g. No Mercy's elevator with parameter hospital04_path4)
StartIntro
Fire when the intro starts. Players are immune to damage while this is active. No mobs or SI will spawn.
FinishIntro
Fire when the intro ends. Players will now take damage. Mobs and SI can spawn given that the player is no longer standing in a nav square marked as PLAYER_START and/or CHECKPOINT.
EnableTankFrustration
Can be used to enable the tank frustration meter.
DisableTankFrustration
Can be used to disable the tank frustration meter.

求生之路2 Additional inputs

The following are additional inputs only available in L4D2.

BeginScript <string>
EndScript
SquirrelBegin/End a Director VScript.
ScriptedPanicEvent
SquirrelRun a Scripted Panic Event, a staged event similar to a finale.
ForcePanicEvent
Trigger a panic event, no matter what else is going on.
EndCustomScriptedStage
SquirrelEnd a scripted type finale stage.
IncrementTeamScore <int>
Increment a team's score. (2=survivors, 3=infected)
CreateNewJournal <string>
Create a new journal.
WriteToJournal <string>
Add a task to the I/O Journal.
ExecuteJournal <string>
Execute all tasks in the specified journal

Outputs

求生之路 Original outputs

OnGameplayStart
Fired when a map loads, all players join and gameplay begins.
OnPanicEventFinished
Fired when a panic event is finished.


求生之路2 Additional outputs

The following are additional outputs only available in L4D2. They focus on the new scavenge game mode and vscripts.

OnCustomPanicStageFinished
Fired when each stage of a custom panic event or custom finale finishes. Relies on vscripts.
OnTeamScored
Fired when a team places a scavenge item in the scavenge goal.
OnScavengeRoundStart
Fired when a scavenge round starts.
OnScavengeOvertimeStart
Timer has run out and game went into overtime.
OnScavengeOvertimeCancel
Time was added to the clock, ending overtime.
OnScavengeTimerExpired
Time has run out, game did not enter overtime.
OnScavengeIntensityChanged <int>
Intensity level has changed. 1 = highest intensity, decreases as number gets larger.
OnUserDefinedScriptEvent1-4
Generic user defined event fired from a squirrel script (UserDefinedEvent1()-UserDefinedEvent4())

See also