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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

参见:  Generic Keyvalues, Inputs and Outputs available to all entities
Name(en) (targetname) <string(en)>
其他实体引用该实体的目标名称。
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 / 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).

Flags

Starts Open : [1]
Starts locked : [2048]
Door silent (No sound, and does not alert NPCs) : [4096]
Use closes : [8192]
Door silent to NPCs (Does not alert NPCs) : [16384]
Ignore player +USE : [32768]
Start Unbreakable : [524288] (存在于自 求生之路 以来)
Start Breakable : [524288] (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 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?]

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.

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