cycler
是一个点实体存在于所有的 起源 游戏。
实体描述
用于显示模型,进行测试的实体。它会循环播放模型动画。
错误:似乎在求生之路2中不生效
键值
Targetname:
Parentname:
- Parent
(parentname)
<targetname>
| 目标名
- 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.
Angles:
- 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.
- Render FX
(renderfx)
<choices>
- Various somewhat legacy alpha effects.
Render Effects
错误:Alpha effects from 0 to 10 are unavailable due to the bug in code in 反恐精英:全球攻势
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(存在于自 以来) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(存在于自 以来) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(存在于自 以来) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(存在于自 以来) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (不存在于 之中)
- 15: Distort (causes unnatural flickering and position shifting)/(存在于自 以来) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(存在于自 以来) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (存在于 之中)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (存在于自 以来)
证实:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (存在于自 以来) (不存在于 之中)
证实:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (不存在于 之中)
- 20: Environmental Rain ("for environmental rendermode, make rain") (存在于 之中) (不存在于 之中)
证实:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (存在于 之中) (不存在于 之中)
证实:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (存在于 之中) (不存在于 之中)
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (存在于 之中) (不存在于 之中)
证实:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (存在于 之中) (不存在于 之中)
- 25:
kRenderFXMax /Fade Near (自从 被移除) (不存在于 之中)
待完善: what does this do? may be nonfunctional
|
RenderFields:
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
|
- Render FX
(renderfx)
<choices>
- Various somewhat legacy alpha effects.
Render Effects
错误:Alpha effects from 0 to 10 are unavailable due to the bug in code in 反恐精英:全球攻势
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(存在于自 以来) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(存在于自 以来) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(存在于自 以来) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(存在于自 以来) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (不存在于 之中)
- 15: Distort (causes unnatural flickering and position shifting)/(存在于自 以来) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(存在于自 以来) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (存在于 之中)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (存在于自 以来)
证实:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (存在于自 以来) (不存在于 之中)
证实:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (不存在于 之中)
- 20: Environmental Rain ("for environmental rendermode, make rain") (存在于 之中) (不存在于 之中)
证实:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (存在于 之中) (不存在于 之中)
证实:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (存在于 之中) (不存在于 之中)
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (存在于 之中) (不存在于 之中)
证实:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (存在于 之中) (不存在于 之中)
- 25:
kRenderFXMax /Fade Near (自从 被移除) (不存在于 之中)
待完善: what does this do? may be nonfunctional
|
- Render FX / Transparency (0 - 255)
(renderamt)
<integer>
| 整数
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255>
- Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
| 布尔值
- Prevent the entity from receiving shadows on itself.
- Model
(???)
<model path>
| 模型文件路径
- 模型文件。
- Sequence
(???)
<integer>
| 整数
- 生成后默认播放的模型动画序列。
- Skin
(???)
<integer>
| 整数
- 一些模型有不同版本的材质外貌,叫做skin(皮肤)。0代表默认。
标签/Flags
输入
SetSequence
<string
> | 字符串
- 设置这个cycler实体的动作。
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
> | 字符串
- 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
到FireUser4
- 触发
OnUser
输出; 详见 User Inputs and Outputs。
Use
不存在于FGD!
- 类似于玩家按 +use(使用,默认E按钮); 也许不会做什么事! 也可以通过创建未指定的输入来调用输出。
这个输入不存在于Valve的 FGD中。
RunScriptFile
<script>
| 脚本 (存在于自 以来)
- 从硬盘执行一个VScript脚本文件,不带文件后缀名。 会合并接收实体的脚本域。
RunScriptCode
<string
> | 字符串 (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。 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!
CallScriptFunction
<string
> | 字符串 (存在于自 以来) 不存在于FGD!
- 在接受实体脚本域上执行一段vscript函数。
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。
SetLocalAngles
<angles>
(存在于自 以来) 不存在于FGD!
- 设置实体的角度(朝向)。
Parentname:
SetParent
<string
> | 字符串
- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string
> | 字符串
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string
> | 字符串
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
Alpha
<integer>
| 整数 0-255
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than 0
.
Color
<color255>
- Sets an RGB color for the entity.
输出
Targetname:
OnUser1
to OnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
to FireUser4
Input; see User Inputs and Outputs.
OnKilled
(仅存在于 之中)
- This output fires when the entity is killed and removed from the game.
参见