prop_door_rotating
类层级 |
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CPropDoorRotating |
props.cpp
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prop_door_rotating
是一个点实体 ,可在所有的 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。
$collisiontext
编译的,旋转门是可以破坏的。Contents
支持的模型
props_c17\door01_left.mdl
props_c17\door02_double.mdl
props_doors\door03_slotted_left.mdl
props_c17\door03_left.mdl
Half-Life 2: Episode One
props_doors\door01_dynamic.mdl
不是有效的;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。
Keyvalues
- Slave name
(slavename)
<targetname > - 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 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 > - 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]
- Rotation Distance
(distance)
<float > - Number of degrees that the door should open, both forward and backward.
- Speed
(speed)
<integer > - In degrees/second.
- Fully Open Sound
(soundopenoverride)
<string > - Sound played when the door has finished opening.
- Fully Closed Sound
(soundcloseoverride)
<string > - Sound played when the door has finished closing.
- Moving Sound
(soundmoveoverride)
<string > - Sound played when the door starts to move.
- Locked Sound
(soundlockedoverride)
<string > - 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 > - Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
- Delay Before close
(returndelay)
<integer > - Number of seconds the door waits until closing by itself. -1 means never auto-close.
- Damage Inflicted When Blocked
(dmg)
<integer > - If an entity is blocking the door from moving, inflict this much damage per frame.
- Can Damage Player
(candamageplayer)
<boolean > (仅存在于 之中) - If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
- 注意:This replaces the "Damage Inflicted When Blocked" keyvalue in INFRA .
- Force Closed
(forceclosed)
<boolean > - 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 >- 已弃用。
Health for the door. - Glow Distance
(glowdist)
<integer > (存在于自 以来) - Default is 1024.
- Does the prop glow by default?
(glowenabled)
<boolean > (存在于自 以来) - Enables the door to glow. Default is set to off.
- Glow Color
(glowcolor)
<color255 > (存在于自 以来) - The color of the glow (if enabled).
Glow:
- Glow Range
(glowrange)
<integer > (仅存在于 之中) - Range at which the glow becomes visible. 0 means always visible.
- Glow Range Min
(glowrangemin)
<integer > (仅存在于 之中) - Range at which the glow stops being visible. 0 means always visible.
- Glow Color Override (R G B)
(glowcolor)
<color255 > (仅存在于 之中) - Change the render color of the glow.
Studiomodel:
- World Model
(model)
<string > - The model this entity should appear as. 128-character limit.
- Skin
(skin)
<integer > - Some models have multiple skins. This value selects from the index, starting with 0. 提示:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale
(modelscale)
<float > (存在于自 以来) (也存在于 之中) - A multiplier for the size of the model.
- 提示:In 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 > - Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code. 注意:If both
body
andSetBodyGroup
are present (even if set to 0),body
will be prioritized. - Sequence
(sequence)
<integer > 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 > - 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 > - 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 > - 防止该实体接收动态阴影。
- 阴影投射距离
(shadowcastdist)
<integer > 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 > (存在于自 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 > (存在于自 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 choices> (存在于自 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。
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- Render in Fast Reflections
(drawinfastreflection)
<boolean > (存在于自 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:
- Start Fade Dist (fademindist)
([todo internal name (i)])
<float > (存在于自 以来) - Distance at which the prop starts to fade.
- End Fade Dist (fademaxdist)
([todo internal name (i)])
<float > (存在于自 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 .
- Fade Scale (fadescale)
([todo internal name (i)])
<float > (存在于自 以来) - If you specify so in worldspawn , 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 .
Base:
- Name
(targetname)
<string > - 其他实体用来指代该实体的名称。
- Parent
(parentname)
<targetname > - 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]
)提示:转换至下一张地图的实体关系会依然存在。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 > - 实体处于世界中的位置,旋转实体会以实体坐标原点旋转。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 > - 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。注意:尽管 Hammer 不显示新角度,但其仍然适用于固实体。
- Classname
(classname)
<string > 不存在于FGD! - 确定实体之前它生成的特征。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 > 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 > 不存在于FGD! - 要使用的效果标志的组合。
- Entity Scripts
(vscripts)
<scriptlist > (存在于自 以来) (也存在于 之中) - 在所有实体生成后执行的 VScript 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 > (存在于自 以来) (也存在于 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 > (存在于自 以来) 不存在于FGD! - 设置为是以延迟补偿此实体。应该非常谨慎地使用!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean > (存在于自 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 以来) - [
524288
] : Start Breakable (存在于自 以来) (也存在于 之中)
Inputs
Open
- Open the door.
Close
- Close the door.
Toggle
- Toggle the door between open and closed.
OpenAwayFrom
<targetname >- Open the door away from the specified entity.
Lock
- Lock the door.
Unlock
- Unlock the door.
SetRotationDistance
<float >- Degrees of rotation that the door will open.
MoveToRotationDistance
<float > (存在于自 以来) (也存在于 之中)- Sets the open distance (in degrees) and moves there.
SetSpeed
<float >- Set the speed at which the door rotates.
- 注意:Default is 200 in L4D.
SetAnimation
<string > (仅存在于 之中)- Force the door to play an animation. The parameter should be the name of the animation.
SetAnimationNoReset
<string > (仅存在于 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.
Glow:
// 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"
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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
toFireUser4
- 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 >- 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 >- 与此实体一起移动。参见 Entity Hierarchy (parenting)。
SetParentAttachment
<string >- 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 >- 如上所述,但不进行传送。实体保留相对于附件的当前位置。
DispatchEffect
<string > (被移除于 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。自以来被particle系统取代。
RunScriptCode
<string > (存在于自 以来) (也存在于 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。
TerminateScriptScope
(仅存在于 之中) 不存在于FGD!- 销毁接收实体的脚本作用域。
SetLocalOrigin
<coordinates > (存在于自 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。
Outputs
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
toOnUser4
- 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 。
OnKilled
(仅存在于 之中)- 当实体被击杀并从游戏中移除时触发此输出。
Custom Door Models
- Create
ACT_IDLE
,ACT_DOOR_LOCKED
andACT_DOOR_OPEN
activities . - 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
}
}
}
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 $collisiontext
and new "Pound" and "Damage" listings in door_options
, highlighted below.
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: ACT_DOOR_ANIMTOLOCK
, ACT_DOOR_ANIMTOUNLOCK
, ACT_DOOR_OPENFAIL
.
ACT_DOOR_LOCKED
do not seem to work. Only workaround seems to be manually adding I/O connections to the door in hammer, or play a specific sequence when used while locked.$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.
See also
func_door
(sliding, brush -based)func_door_rotating
(brush-based)- Door creation
- WiseDoor - example use and illustration of doors.