Template:KV DynamicProp:zh-cn

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Revision as of 07:49, 30 May 2020 by Yakumo koishi (talk | contribs) (Created page with "<noinclude>DynamicProp *<code>l4d2=1</code>显示仅适用于求生之路2的荧光键值.有些也在CSGO中出现但没有用.Alien Swarm和...")
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  • l4d2=1显示仅适用于求生之路2的荧光键值.有些也在CSGO中出现但没有用.Alien Swarm和传送门2则是根本没有这些键值.
  • pre09=1 隐藏DisableBoneFollowers
  • preasw=1 隐藏HoldAnimation和AnimateEveryFrameDynamicProp:
默认动画 (DefaultAnim) ([todo internal name (i)]) <string>
不执行动画时所将播放的动画.
随机动画 (RandomAnimation) ([todo internal name (i)]) <boolean>
使模型在最小/大随机动画间隔时长 键值的定义下.随机性的播放模型动画,当播放完毕后,将变回默认动画.
最小随机动画间隔时长 (MinAnimTime) ([todo internal name (i)]) <float>
每一次随机动画间隔的最小时长.
最大随机动画间隔时长 (MaxAnimTime) ([todo internal name (i)]) <float>
每一次随机动画间隔的最大时长.
更新子实体(updatechildren) ([todo internal name (i)]) <boolean>
Confirm:此值默认为1.当设置为0时,作为附件绑定到该实体的Attachment的任何子实体都不会更新 (似乎没啥用)
禁用Bone Followers (DisableBoneFollowers) ([todo internal name (i)]) <boolean> (in all games since Source 2009)
禁用为模型在其模型碰撞中的每个凸面部分生成phys_bone_follower. phys_bone_follower可以快速占用实体数量,所以启用此选项对于优化有很大帮助.但是这会禁用模型的碰撞 ([confirm] 碰撞类型是否变为了Not Solid?),并且模型不能再用于布娃娃了.
保持动画(HoldAnimation) ([todo internal name (i)]) <boolean> (in all games since Alien Swarm)
如果启用,模型将不会循环播放动画,但会保持在动画的最后一帧.
为每个帧设置动画(AnimateEveryFrame) ([todo internal name (i)]) <boolean> (in all games since Portal 2)
强制此道具为每个帧设置动画.一般不需要修改.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!