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info_item_position
![Info content.png](/w/images/f/f6/Info_content.png)
info_item_position
是一个 点实体,可在 求生之路2中使用。 An entity that represents a possible item location in a map. Scripts can search for these entities and use them to spawn objects for different game modes
Keyvalues
- Name
(targetname)
<string
> | 字符串
- The targetname that other entities refer to this entity by.
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.
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.
- Helper Model
(???)
<model path>
| 模型文件路径 - A model used to represent this entity.
- Group
(???)
<integer>
| 整数 - Group Number.
- Rarity
(???)
<choices>
- Item rarity at this location.
- Replace
(???)
<string
> | 字符串
- This is a replacement parameter. It goes in the form of $variable value. All entities inside of the spawn group that have $variable somewhere will be replaced with the value contents. Example: $color 255 0 0
Inputs
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。
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。
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!
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。
Strip
- Removes all weapons.
StripActiveWeapon
- Removes the active weapon.
StripWeaponByClassname
- string
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.