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prop_door_rotating

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类层级
CPropDoorRotating
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
props.cpp
带杠杆五金件的木门
带推杆五金件的金属门

prop_door_rotating是一个点实体(en),可在所有的 起源 起源 游戏中使用。


它创建了一个普通的铰链门,可以由玩家和 NPC 打开。

Note.png注意:求生之路开始(以及在Garry's Mod中),如果使用的模型是用 $collisiontext 编译的,旋转门是可以破坏的。
Icon-Bug.png错误:使用原始的门声将导致声音在地图上的任何地方播放,尽管距离很远。这在单人游戏中可以忽略,但在多人游戏中可能是一个问题,因为所有玩家都会在整个地图中听到门声。这可以通过 Soundscripts(en) 或者修改 prop_door_rotating 实体的代码(如果你是制作 mod 的)修复。  [todo tested in?]
Icon-Bug.png错误:在 Hammer 中指定自定义铰链轴 (Hinge Axis) 已损坏。解决方法是简单地修改模型并将原点设置为铰链位置。  [todo tested in?]
Icon-Bug.png错误:传送门prop_door_rotating 发射传送门会导致射弹悬挂在玩家面前的半空中。反复执行此操作可能会导致极度滞后,并最终导致崩溃。目前没有已知的解决方法。  [todo tested in?]

支持的模型

半衰期2只有特定模型才会与此实体正常工作。它们是:

  • props_c17\door01_left.mdl
  • props_c17\door02_double.mdl
  • props_doors\door03_slotted_left.mdl
  • props_c17\door03_left.mdl 半衰期2:第一章 Half-Life 2: Episode One
Note.png注意:props_doors\door01_dynamic.mdl 是有效的;它适用于 npc_furniture

Most newer games have a model folder called "Props_Doors" where all doors are found, including static props that will not work for prop_door_rotating.
For a door model to be compatible, it must be a physics prop (Seen in Model broswers Info Tab) and the model origin must be on the hinge side of the door, because doors rotate around its origin. 大多数较新的游戏都有一个名为“Props_Doors”的模型文件夹,可以在其中找到所有门,包括 prop_door_rotating 无法使用的静态道具。
要使门模型兼容,它必须是物理道具(在模型浏览器信息选项卡中看到),并且模型原点必须位于门的铰链侧,因为门围绕其原点旋转。

Example of a compatible door (Green) and an incompatible door (Red)
Note the origin of the red door being in the bottom middle. That is where the door would rotate along.

Keyvalues

Slave name (slavename) <targetname(en)>
Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.
Hardware Type (hardware) <choices>
The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
  • None
  • Lever (i.e. door handle)
  • Push bar
  • Keypad
    Note.png注意: Keypad hardware only has a model in Half Life 2 EP1 & EP2.
Spawn Position (spawnpos) <choices>
State the door should begin in. Check the door's angles to see forward/backward orientation.
  • Closed
  • Open forward
  • Open back
  • Ajar
Ajar Angles (ajarangles) <angle(en)>
If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
Hinge Axis (axis) <axis>
[待完善]
Note.png注意:Despite Hinge Axis values, the door can only rotate on the Z Axis
Rotation Distance (distance) <float(en)>
Number of degrees that the door should open, both forward and backward.
Speed (speed) <integer(en)>
In degrees/second.
Fully Open Sound (soundopenoverride) <string(en)>
Sound played when the door has finished opening.
Fully Closed Sound (soundcloseoverride) <string(en)>
Sound played when the door has finished closing.
Moving Sound (soundmoveoverride) <string(en)>
Sound played when the door starts to move.
Locked Sound (soundlockedoverride) <string(en)>
Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound (soundunlockedoverride) <string(en)>
Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
Delay Before close (returndelay) <integer(en)>
Number of seconds the door waits until closing by itself. -1 means never auto-close.
Damage Inflicted When Blocked (dmg) <integer(en)>
If an entity is blocking the door from moving, inflict this much damage per frame.
Can Damage Player (candamageplayer) <boolean(en)> (存在于 基建危机 之中)
If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
Note.png注意:This replaces the "Damage Inflicted When Blocked" keyvalue in 基建危机 INFRA .
Force Closed (forceclosed) <boolean(en)>
If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Open Direction (opendir) <choices>
Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
  • Both directions
  • Forward only
  • Backward only
Health ([todo internal name (i)]) <integer(en)> Obsolete
已弃用。
Health for the door.
Glow Distance (glowdist) <integer(en)> (存在于自 反恐精英:全球攻势 以来)
Default is 1024.
待完善: Same as L4D2's Glow Range?
Does the prop glow by default? (glowenabled) <boolean(en)> (存在于自 反恐精英:全球攻势 以来)
Enables the door to glow. Default is set to off.
Glow Color (glowcolor) <color255(en)> (存在于自 反恐精英:全球攻势 以来)
The color of the glow (if enabled).

Glow:
Glow State (glowstate) <choices> (存在于 求生之路2 之中)
  • OFF
  • +use
  • look-at
  • ON
Glow Range (glowrange) <integer(en)> (存在于 求生之路2 之中)
Range at which the glow becomes visible. 0 means always visible.
Glow Range Min (glowrangemin) <integer(en)> (存在于 求生之路2 之中)
Range at which the glow stops being visible. 0 means always visible.
Glow Color Override (R G B) (glowcolor) <color255(en)> (存在于 求生之路2 之中)
Change the render color of the glow.

Studiomodel:

World Model (model) <string(en)>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer(en)>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip.png提示:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float(en)> (存在于自 异形丛生 以来) (也存在于 起源2013 之中)
A multiplier for the size of the model.
Tip.png提示:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body or SetBodyGroup) <integer(en)>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.png注意:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer(en)> 不存在于FGD!
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname(en)>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.

阴影:

禁用阴影 (disableshadows) <boolean(en)>
防止该实体生成廉价的渲染到纹理的阴影,或如果实体是 prop_static 的光照贴图阴影。不影响影子映射。
禁用接收阴影 (disablereceiveshadows) <boolean(en)>
防止该实体接收动态阴影。
阴影投射距离 (shadowcastdist) <integer(en)> 不存在于FGD!
设置实体投射动态阴影的距离。0 表示从 shadow_control 实体开始的默认距离。
禁用阴影深度 (disableshadowdepth) <boolean(en)> (存在于自 传送门2 以来)
用于禁用此实体的阴影深度(用于投影纹理)的渲染。
禁用手电筒 (disableflashlight) <boolean(en)> (存在于自 传送门2 以来)
用于禁用此实体的投影纹理照明和阴影。
投影纹理缓存 (shadowdepthnocache) <integer(en) choices> (存在于自 传送门2 以来)
用于提示投影纹理系统缓存此实体的阴影体积是否足够,或改为强制每帧渲染。
选项
  • 0 : 默认
  • 1 : 无缓存 - 每帧渲染
  • 2 : 缓存 - 只渲染一次
Render in Fast Reflections (drawinfastreflection) <boolean(en)> (存在于自 传送门2 以来)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

BaseFadeProp:
Note.png注意:These keyvalues may not be available in some FGD(en)s. When used in a game before L4D, there is an abrupt render cut-off rather than an actual fade.
Start Fade Dist (fademindist) ([todo internal name (i)]) <float(en)> (存在于自 求生之路 以来)
Distance at which the prop starts to fade.
End Fade Dist (fademaxdist) ([todo internal name (i)]) <float(en)> (存在于自 求生之路 以来)
Max fade distance at which the prop is visible.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop is in a 3D Skybox(en).
Fade Scale (fadescale) ([todo internal name (i)]) <float(en)> (存在于自 求生之路 以来)
If you specify so in worldspawn(en), or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade(en).

Base:

Name (targetname) <string(en)>
其他实体用来指代该实体的名称。
Parent (parentname) <targetname(en)>
实体的父级实体,该实体可以与父实体保持移动偏移。名称后面可以添加一个附属点,以逗号隔开。 (parentname [targetname],[attachment]
Tip.png提示:转换至下一张地图的实体关系会依然存在。
Tip.png提示:一些不适合做父实体的实体可能难以运行,利用phys_constraint可以解决。
Origin (X Y Z) (origin) <coordinates(en)>
实体处于世界中的位置,旋转实体会以实体坐标原点旋转。
Note.png注意:Hammer 不会仅在编辑器中相应地移动实体。
Pitch Yaw Roll (Y Z X) (angles) <angle(en)>
实体在世界中的方位,Pitch围绕X轴旋转,可以称为俯仰角。Yaw围绕Z轴旋转,可以称为偏航角,roll围绕Y轴旋转。
Note.png注意:尽管 Hammer 不显示新角度,但其仍然适用于固实体。
Classname (classname) <string(en)> 不存在于FGD!
确定实体之前它生成的特征。
Tip.png提示:使用AddOutput输入更改 Classname 仍然会影响游戏的代码,例如使类名与 S_PreserveEnts 列表中的一个元素匹配将使实体在新一轮中持续存在!
Spawnflags (spawnflags) <flags(en)> 不存在于FGD!
实体所具有的标志/标签,依实体所具有而定。
Effects (effects) <flags(en)> 不存在于FGD!
要使用的效果标志的组合。
Entity Scripts (vscripts) <scriptlist(en)> (存在于自 求生之路2 以来) (也存在于 军团要塞2 之中)
在所有实体生成后执行的 VScript简体中文 文件(无文件扩展名)的空格分隔列表。这些脚本都在同一个脚本范围内执行,以后的脚本会覆盖任何相同的变量和函数。在 worldspawn 实体上执行的脚本将放置在根作用域中。
Think function (thinkfunction) <string(en)> (存在于自 求生之路2 以来) (也存在于 军团要塞2 之中)
此实体脚本中的函数名称,该函数将在脚本持续时间内每 100 毫秒(每秒 10 次)自动调用一次。它可用于创建计时器或模拟自主行为。返回值(如果存在)将设置下一次调用之前的时间。尽量避免在此函数中进行昂贵的操作,因为它可能会导致性能问题。
Lag Compensation (LagCompensate) <boolean(en)> (存在于自 求生之路2 以来) 不存在于FGD!
设置为以延迟补偿此实体。应该非常谨慎地使用!
Is Automatic-Aim Target (is_autoaim_target) <boolean(en)> (存在于自 反恐精英:全球攻势 以来) 不存在于FGD!
如果设置为 1,当实体位于十字准线下方时,该实体将减慢控制台和操纵杆控制器的瞄准移动速度。

Flags

  •  [1] : Starts Open
  •  [2048] : Starts locked
  •  [4096] : Door silent (No sound, and does not alert NPCs)
  •  [8192] : Use closes
  •  [16384] : Door silent to NPCs (Does not alert NPCs)
  •  [32768] : Ignore player +USE
  •  [524288] : Start Unbreakable (存在于自 求生之路 以来)
  •  [524288] : Start Breakable (存在于自 反恐精英:全球攻势 以来) (也存在于 Garry's Mod 之中)

Inputs

Open
Open the door.
Close
Close the door.
Toggle
Toggle the door between open and closed.
OpenAwayFrom <targetname(en)>
Open the door away from the specified entity.
Lock
Lock the door.
Note.png注意:In 求生之路求生之路2, if spawnflag 8192 is active, you can lock the safe room door only after survivors open it.
Unlock
Unlock the door.
SetRotationDistance <float(en)>
Degrees of rotation that the door will open.
MoveToRotationDistance <float(en)> (存在于自 传送门2 以来) (也存在于 Garry's Mod 之中)
Sets the open distance (in degrees) and moves there.
SetSpeed <float(en)>
Set the speed at which the door rotates.
Note.png注意:Default is 200 in L4D.
SetUnbreakable  (存在于自 求生之路 以来)
The door can't be broken.
SetBreakable  (存在于自 求生之路 以来)
The door can be broken.
SetAnimation <string(en)> (存在于 基建危机 之中)
Force the door to play an animation. The parameter should be the name of the animation.
SetAnimationNoReset <string(en)> (存在于 基建危机 之中)
Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.
SetGlowEnabled  (存在于自 反恐精英:全球攻势 以来)
Starts the glow.
SetGlowDisabled  (存在于自 反恐精英:全球攻势 以来)
Stops the glow.

Glow:
StartGlowing  (存在于 求生之路2 之中)
Turn on a permanent glow effect for this prop.
StopGlowing  (存在于 求生之路2 之中)
Turn off this prop's glow effect.
Icon-Bug.png错误:The RenderField properties do not show up in hammer, but can be manually added by turning off SmartEdit and entering the key and appropriate values.  [todo tested in?]
CBaseEntity:
AddContext <string(en)>
将此实体添加到响应上下文列表中。参见 上下文
AddOutput(en) <string(en)>
为此实体分配一个新的键值/输出。对于键值,有些依赖于额外的代码,不能仅通过此输入进行更改。必须遵循严格的格式:
// 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,AddOutput,OnUser1: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,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
从此实体的列表中移除所有上下文。
ClearParent
从运动层次结构中移除此实体,使其可以独立移动。
FireUser1 to FireUser4
触发相应的OnUser输出;参见 User Inputs and Outputs
Kill
从世界中移除此实体及任何附属于它的实体。
KillHierarchy
功能与Kill相同,但此实体和任何附属于它的实体在同一帧内被击杀,比Kill输入稍快。
RemoveContext <string(en)>
从此实体的列表中移除一个上下文。名称应与现有上下文的键匹配。
SetParent <string(en)>
与此实体一起移动。参见 Entity Hierarchy (parenting)
SetParentAttachment <string(en)>
将此实体更改为附加到其父级上的特定attachment点。实体将被传送,以便其根bone的位置与附件的位置匹配。实体必须在发送此输入之前被附加。
SetParentAttachmentMaintainOffset <string(en)>
如上所述,但不进行传送。实体保留相对于附件的当前位置。
Use  不存在于FGD!
与玩家调用+use相同;在大多数情况下没有效果。
SetTeam <integer(en)> 不存在于FGD!
更改此实体的团队。
TeamNum <integer(en)> 不存在于FGD!
此输入更改TeamNum属性的值。
DispatchResponse <string(en)> 不存在于FGD!
向实体分发响应。参见 ResponseConcept
DispatchEffect <string(en)> (被移除求生之路 以来) 不存在于FGD!
从实体的原点分发特殊效果;另见 List of Client Effects。自求生之路以来被particle系统取代。
RunScriptFile <script(en)> (存在于自 求生之路2 以来) (也存在于 军团要塞2 之中)
从磁盘执行VScript文件,无需文件扩展名。脚本内容与接收实体的脚本作用域合并。
RunScriptCode <string(en)> (存在于自 求生之路2 以来) (也存在于 军团要塞2 之中)
在接收输入的实体的作用域中执行一串VScript源代码。通过控制台触发时可能需要字符串引号。
CallScriptFunction <string(en)> (存在于自 求生之路2 以来) (也存在于 军团要塞2 之中) 不存在于FGD!
调用在接收实体的作用域中定义的VScript函数。
TerminateScriptScope  (存在于 军团要塞2 之中) 不存在于FGD!
销毁接收实体的脚本作用域。
SetLocalOrigin <coordinates(en)> (存在于自 异形丛生 以来) 不存在于FGD!
将此实体发送到地图中的某个位置。如果实体附属于某个东西,它将相对于父级偏移此量。
SetLocalAngles <angles(en)> (存在于自 异形丛生 以来) 不存在于FGD!
设置此实体的角度。

Outputs

OnRotationDone  (存在于自 传送门2 以来) (也存在于 Garry's Mod 之中)
Fired when the door arrives at its goal angle.

BaseDoor:

OnClose
Fired when the door starts to close.
OnOpen
Fired when the door starts to open.
OnFullyClosed
Fired when the door finishes closing. Reversed if Start Open flag is set.
OnFullyOpen
Fired when the door finishes opening. Reversed if Start Open flag is set.
OnBlockedClosing
Fired when the door has been blocked from closing. !activator is whatever blocks the door.
OnBlockedOpening
Fired when the door has been blocked from opening. !activator is whatever blocks the door.
OnUnblockedClosing
Fired when the door is no longer blocked from closing.
OnUnblockedOpening
Fired when the door is no longer blocked from opening.
OnLockedUse
Fired when the player tries to open the door but fails because it is locked.

Studiomodel:
OnIgnite
Fired when this object catches fire.

基础:

OnUser1 to OnUser4
这些输出分别在相应编号的 FireUser1 到 FireUser4 输入触发时触发;参见 用户输入和输出(en)
OnKilled  (存在于 求生之路 之中)
当实体被击杀并从游戏中移除时触发此输出。

Custom Door Models

  1. Create ACT_IDLE, ACT_DOOR_LOCKED and ACT_DOOR_OPEN activities(en).
  2. Add a door_options $keyvalues block:
$keyvalues
{
	prop_data
	{
		blocklos 1
	}
	door_options
	{
		default // Fallbacks if something is missing elsewhere
		{
			open	Doors.FullOpen1
			close	Doors.FullClose1
			move	Doors.Move1
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware0 // First hardware type, by default a handle
		{
			locked		DoorSound.Null
			unlocked	DoorSound.Null
		}
		hardware1 // Push bar
		{
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware2 // Keypad
		{
			locked		DoorHandles.Locked2
			unlocked	DoorHandles.Unlocked2
		}

		skin0  // Skin-specific sounds, including a custom surfaceprop.
		{
			open	Doors.FullOpen4
			close	Doors.FullClose4
			move	Doors.Move4
			surfaceprop	wood  // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
		}
	}
}

Left 4 Dead series L4D Series Doors

The Left 4 Dead series introduced a new set of doors that can be broken down by Infected.
Those new doors make use of $collisiontext and new "Pound" and "Damage" listings in door_options, highlighted below.
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: ACT_DOOR_ANIMTOLOCK, ACT_DOOR_ANIMTOUNLOCK, ACT_DOOR_OPENFAIL.

Note.png注意:Animations with the activity ACT_DOOR_LOCKED do not seem to work. Only workaround seems to be manually adding I/O connections to the door in hammer, or play a specific sequence when used while locked.
$collisiontext
{
	break 
	{
		"model"		"Props_downtown\door_interior_128_01_dm01_02" //Spawns a debris model.
		"health"		"100"
		"fadetime"		"10"
	}
}

$keyvalues
{
	prop_data 
	{
		"base"			"Door.Standard"
		"allowstatic"	"1"
		"blocklos"		"1"
		"dmg.bullets"	"0"  //Bullets will no longer damage this door. In L4D2 this is only used on the last damage model.

	}
	door_options 
	{
		"defaults"		 
		{
			"open"			"Doors.FullOpen1"
			"close"			"Doors.FullClose1"
			"move"			"Doors.Move1"
			"locked"		"DoorHandles.Locked1"
			"unlocked"		"DoorHandles.Unlocked1"

			"pound"			"Doors.Wood.Pound1"								//Sound that plays when infected attack the door to break it down.
			"surfaceprop"	"wood"											//Overwrites Surfaceprop.
			"damage1"		"props_downtown\door_interior_128_01_DM01_01"	//What the first damage model is.
			"damage2"		"props_downtown\door_interior_128_01_DM02_01" 	//What the second damage model is.
			"damage3"		"props_downtown\door_interior_128_01_DM03_01" 	//What the third damage model is.
		}
	}
}

The "Damage1", "Damage2" and "Damage3" lines determine what models will be used for the broken stages of this door model.

Note.png注意:The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found here
Warning.png警告:All damage models need their own set of door options. Not having door options for the damaged models will cause those doors to be silent if you decide to immediately use a damaged door.

See also