cycler
< Zh
实体描述
用于显示模型,进行测试的实体。它会循环播放模型动画。
错误:似乎在求生之路2中不生效 [todo tested in?]
键值
Parentname:
- Parent
(parentname)
<targetname > - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle > - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render FX
(renderfx)
<choices> - 各种有点遗留的阿尔法效果。请参见渲染效果
RenderFields:
- 渲染模式
(rendermode)
<choices> - 在此实体上设置非标准渲染模式。
- Render FX
(renderfx)
<choices> - 各种有点遗留的阿尔法效果。请参见渲染效果
- Render Amount / Transparency (0 - 255)
(renderamt)
<integer > - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255 > - Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean > - Prevent the entity from receiving shadows on itself.
- Model
([todo internal name (i)])
<model path > - 模型文件。
标签/Flags
- 1 : Not Solid/可穿透,不具备碰撞。
输入
SetSequence
<字符串 >- 设置这个cycler实体的动作。
Kill
- 从这个世界中删除此实体。
KillHierarchy
- 功能类似于
Kill
,尽管此实体与其父实体都被删除了,但比Kill
快一点。
AddOutput
<string >- 在此实体上分配新的键值/输出。对于键值,有些依赖于额外的必要代码来运行,如果它只是通过这个输入改变就行不通。必须遵循严格的格式:
语法:
// 更改键值的格式: "AddOutput [键] [值]"
//// 原始文本:
"OnUser1" "!self,AddOutput,targetname new_name"
// 添加输出的格式: "AddOutput {目标名称}:{输入名称}:{参数}:{延迟}:{最大触发次数,-1 代表无限}"
//// 原始文本:
"OnUser1" "!self:SetParent:!activator:0.0:-1"
// 参数可以留空,但仍应包含空的空白。
//// 原始文本:
"OnUser1" "!self:ClearParent::0.0:-1"
FireUser1
toFireUser4
- 触发
OnUser
输出; 详见 User Inputs and Outputs。
RunScriptCode
<string > (存在于自 以来)- (执行脚本代码。)执行一段接收实体域的脚本源代码。通过控制台触发,可能需要英文双引号。错误:在中,该代码是触发输出的实体的脚本域中执行, 非 接受输入的实体。 [todo tested in?]警告:切勿在此输入的元素内使用字符串!它将破坏VMF ,由嵌套引号引起!你必须用文本编辑器手动删除来修复!
SetLocalOrigin
<coordinates > (存在于自 以来) 不存在于FGD!- 将此实体设置到地图上某点。如果此实体是某实体父级,那么它的子级也会随着偏移。
Parentname:
SetParent
<string >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string >- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
Alpha
<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
Color
<color255 >- Sets an RGB color for the entity.
输出
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
参见
- cycler_actor - NPC专用。