info_item_position
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info_item_position
是一个点实体 ,可在 求生之路2中使用。 An entity that represents a possible item location in a map. Scripts can search for these entities and use them to spawn objects for different game modes
Keyvalues
- 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.
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.
- Helper Model
([todo internal name (i)])
<model path > - A model used to represent this entity.
- Group
([todo internal name (i)])
<integer > - Group Number.
- Rarity
([todo internal name (i)])
<choices> - Item rarity at this location.
- Replace
([todo internal name (i)])
<string > - This is a replacement parameter. It goes in the form of $variable value. All entities inside of the spawn group that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0
Inputs
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。
Strip
- Removes all weapons.
StripActiveWeapon
- Removes the active weapon.
StripWeaponByClassname
- string
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.