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- 23 bytes (3 words) - 04:22, 29 June 2025
- 游戏中的逻辑与物理对象被称为 '{{L|entities}}'(实体),它们在源代码中作为类而存在,并且都继承自� ...only a small subset of the world. In general a server needs to update only entities that are in the local vicinity of a player, but there are also cases where25 KB (2,852 words) - 11:44, 12 April 2025
- ...t to <code>CBaseEntity*</code>. Essential knowledge if you don't know what entities your code will be dealing with! == Finding entities ==6 KB (689 words) - 03:57, 12 July 2024
- {{first room menu:zh-cn}} 下面,我们要把{{L|entities|实体}}插入到地图中。3 KB (165 words) - 03:59, 12 July 2024
- {{first room menu:zh-cn}} {{Navbar|Creating a Room|Your First Map|Adding Point Entities}}4 KB (200 words) - 06:01, 12 July 2024
- {{lang|List of entities|title=实体列表}} * {{L|List of base entities|基本实体列表}}12 KB (1,490 words) - 04:18, 22 August 2024
- == {{Hover info|求生之路 2 .fgd 文件|link=Left 4 Dead 2.fgd:zh-cn | left4dead2.fgd}} == {{ACategory|Entities by game}}28 KB (2,929 words) - 12:06, 2 August 2024
- {{LanguageBar|List of Entities|title=实体列表}} * {{L|List of unique entities in Valve Source games|Valve Source游戏中的独特实体列表}}7 KB (988 words) - 02:37, 30 June 2025
- {{LanguageBar|List of Portal Entities|title=传送门 - 实体列表}} 参见{{L|List of base entities|基础实体列表}}3 KB (343 words) - 15:43, 6 October 2025
- {{LanguageBar|List of HL2 entities|半条命2实体列表}} 见{{L|List of base entities|基础实体列表}}12 KB (1,621 words) - 06:42, 2 July 2025
- {{lang|List of entities}} *{{L|List of base entities}}12 KB (1,519 words) - 04:10, 22 August 2024
- {{back | Counter-Strike: Global Offensive Level Creation:zh-cn}} 另见{{L|List of base entities|基础实体列表}}3 KB (347 words) - 18:20, 5 June 2025
- {{lang|List of Portal 2 Entities|title=''传送门2''—实体列表}}{{p2 topicon}} 参见{{L|List of base entities|基础实体列表}}9 KB (1,180 words) - 02:31, 30 June 2025
- 3 KB (136 words) - 16:34, 6 August 2024
Page text matches
- <onlyinclude>这些天空盒可供 {{hlop4|4|suf=:zh-cn}} 和利用其内容的模组使用。 ...te|suf=:zh-cn|Some maps have multiple {{ent|suf=:zh-cn|light_environment}} entities. If so, every unique light setting will be listed.}}427 bytes (42 words) - 04:19, 22 August 2024
- {{CD:zh-cn|CEnvWeaponfire}} {{KV:zh-cn|Target Arc|intn=TargetArc|float|实体搜索目标的角度范围(以度�2 KB (90 words) - 04:15, 22 August 2024
- ...atically translated. -->{{lang|Info player start}}{{Entity also in GoldSrc:zh-cn}} |suf=:zh-cn1 KB (170 words) - 04:17, 22 August 2024
- {{KV:zh-cn|Field of view|float|玩家的视野}} {{KV:zh-cn|Seconds to reach FOV target|float|达到指定视野所需时间}}2 KB (124 words) - 04:23, 9 October 2025
- {{KV:zh-cn|Amplitude (0-16) (amplitude)|float|玩家屏幕视角对于正常的偏离� {{KV:zh-cn|Effect Radius (radius)|float|以本实体为中心,影响的半径。{{No2 KB (117 words) - 20:19, 10 July 2024
- {{Distinguish:zh-cn|linked_portal_door}} ''(一个不相关的实体,有时被称为“worl ...e:Toolsareaportal.gif|link=Areaportal|left]] {{this is a|brush entity|suf=:zh-cn|name=func_areaportal}} 它创建了一个 {{L|areaportal}},用于管理�1 KB (83 words) - 11:12, 28 May 2025
- [[File:env_message.png|left|link=]]{{point_ent:zh-cn|env_message}} 在玩家hud上显示信息的实体, 定义于 <code>/script {{code class:zh-cn|CMessage|EnvMessage.cpp}}4 KB (237 words) - 07:18, 20 May 2025
- {{L4D level intro menu:zh-cn}} * '''Target entities named''':“ladder_nav_blocker”3 KB (234 words) - 04:17, 22 August 2024
- 起始点和结束点(start/end points)可以是任意实体。除了{{L|internal entities|内部实体}}或者其他会自动移除自己的实体。比如{{ent|info {{KV:zh-cn|Radius (Radius)|整数型|如果'''Start Entity''' 和/或者'''Ending Enti4 KB (243 words) - 13:49, 3 September 2024
- {{point_ent:zh-cn|env_screenoverlay}}可以显示和控制在屏幕上的{{L|overlays|覆盖� {{code class:zh-cn|CEnvScreenOverlay|env_screenoverlay.cpp}}3 KB (230 words) - 04:15, 22 August 2024
- {{KV:zh-cn|Duration (seconds) (duration)|字符串|淡入淡出持续时间。}} {{KV:zh-cn|Hold Fade (seconds) (holdtime)|字符串|保持淡入淡出的状态的时�2 KB (140 words) - 07:55, 11 July 2024
- ...on</code>实体。It is recommended that the other <code>color_correction</code> entities be triggered with <code>fog_volume</code> with an override of the master( {{KV:zh-cn|Lookup Falloff Start Distance (minfalloff)|浮点型|实体效果发挥的�3 KB (268 words) - 10:47, 23 September 2024
- {{first room menu:zh-cn}} * {{ent:zh-cn|light_environment}}——控制来自{{L|Skybox|天空盒}}的全局照明�3 KB (139 words) - 03:58, 12 July 2024
- {{L4D level intro menu:zh-cn}} * '''Targets entities named:'''“fade_outro_2”6 KB (459 words) - 04:17, 22 August 2024
- {{L4D level intro menu:zh-cn}}__TOC__ * 更改'''Target entities'''字段为“elevator_down_relay”。6 KB (424 words) - 04:17, 22 August 2024
- {{L4D level intro menu:zh-cn}} * '''Target entities named''':实体名为“button_proxy”或者你定义的<code>{{L|info_g6 KB (346 words) - 04:17, 22 August 2024
- [[Category:GUI Entities]]917 bytes (78 words) - 07:55, 11 July 2024
- {{L4D level intro menu:zh-cn}}__TOC__ 例如,在所有自动可见组打开的情况下,在tutorial_standards地图的'''镜头'''视图中移动。然后,关掉'''Brush Entities'''和'''Clips''',看看它有什么区别。7 KB (376 words) - 04:17, 22 August 2024
- 一旦你已经转换了你的固体,你需要开始转换地图上的实体。有一些实体,如light(光)和{{ent:zh-cn|ambient_generic}},你可能不需要做任何改动。但是其他的,� 欲知更多关于实体的细节信息,目标以及在Source中的触发,请查看{{L|Converting Entities|转换实体}}。7 KB (168 words) - 04:19, 22 August 2024
- {{L4D level intro menu:zh-cn}}__TOC__ * '''Targets entities named''':“breakwall_decal”6 KB (400 words) - 04:17, 22 August 2024