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== BETA Version ==
|title=求生之路2 扩展突变系统(Expanded Mutation System, EMS)
These documents describe features found in '''Left 4 Dead 2 Beta''' and have not yet been released widely. All material is subject to change as Valve improve these features and respond to feedback from beta testers.
{{back | Left 4 Dead 2 Level_Creation:zh-cn}}
== The Mutation System just got better! ==
本页面内容由[//steamcommunity.com/id/utagawashii/ Dazai Nerau]译自[[L4D2_EMS|英文版页面]]. 欢迎任何人补充新内容或者修改其中的错误.
This release of '''Left4Dead2''' features a vastly improved system for authoring game Mutations. We call it the '''Expanded Mutation System (EMS)'''. The previous version of the Mutation system allowed users to create new Mutations by making minor alterations to existing game rules and Director variables. The '''EMS''' provides new tools that make it possible to build Mutations that are far more interesting and complex than previously possible. The most powerful new feature is a deep integration of the Squirrel scripting language. Mutation authors can now write their own Squirrel scripts to:
''注: 英文版页面已被锁定, 无法添加多语言链接, 希望有权限者协助添加.''
*Direct the flow and pacing of the Director
*Spawn and control entities
== BETA 版 ==
*Augment existing entity behavior
本文及其他有关教程描述了在'''Left 4 Dead 2 Beta'''中发现但尚未被广泛公布的功能. Valve随时可能主动地或者因响应Beta版测试者的反馈而改进这些功能, 导致它们产生本文作者无法预测的变化.
*Attach script code to any game event
*Set up "slowpoll" tick functions to do periodic rules/status updates
*Display a HUD with strings and variables that update based on gameplay
*Add or remove entities from existing maps for easy re-use
*And just like on TV: much, much more!
== 突变系统变得更好了! ==
The '''Expanded Mutation System''' is now flexible enough to support the creation of Mutations that rival all-new game modes in complexity.
这次发布的'''Left4Dead2'''版本对于编写突变模式的功能进行了很大的改进. 我们姑且称之为'''扩展突变系统(EMS)'''好了. 早期的突变系统允许玩家通过对现有游戏规则和导演系统变量进行较小的改动的方式来创建新的突变模式. 而'''EMS'''提供了新的手段来使得制作较以往更为有趣与复杂的突变模式成为了可能. 最强大的新功能是对Squirrel脚本语言的深度集成, 从今以后突变模式的作者可以把他们自己的Squirrel脚本写成:
== The Squirrel Scripting Language ==
*设置 "慢轮询(SlowPoll)" tick函数以进行周期性的规则/状态更新
In the '''EMS''', Mutation scripts are written in the '''Squirrel''' scripting language, which bears similarities to both C and Lua. You'll need to understand Squirrel in order to write your own game Mutation scripts.
The official [http://squirrel-lang.org/ Squirrel Language home page] contains Squirrel language downloads, documentation and a community discussion board. It's a great place to start if you are not familiar with Squirrel.  
At the very least, you should understand that the file extension for Squirrel script code is '''.nut''' - so anywhere we talk about a file ending in .nut we are discussing a file that contains Squirrel script code. Hilarity ensues.
== Squirrel脚本语言 ==
== Constraints ==
在'''EMS'''中, 突变脚本使用'''Squirrel'''语言编写, 就是辣个看起来像C和Lua杂交出来的语言. 你必须先学会Squirrel语言, 才能理解或者写出突变模式的脚本.
Even this fancy new system comes with constraints. Some game features and data are still outside of the domain of the Mutation system. This is still a system for creating different flavors of gameplay within the '''Left 4 Dead 2''' universe, not a tool for making other games. For example:
*There are no features to support the creation of new weapons or characters
[http://squirrel-lang.org/ Squirrel语言官网] 包含了关于Squirrel语言从入门到入土的各种资料. 如果你对于Squirrel语言一无所知, 建议你最好还是去瞅瞅它.
*Navigation meshes for each map are precomputed and cannot be changed at runtime
*Some types of props and objects are 'baked into' existing maps and cannot be altered or removed
== Go! ==
至少, 你也得知道Squirrel脚本文件的扩展名是'''.nut''' - 这样的话, 只要我们讨论的文件以.nut结尾, 你就应当知道我们讨论的文件中包含了Squirrel脚本代码. xD
As a Mutation author you probably want to start by thinking of a fairly simple experience you want to create. Once you have that, you can start investigating what is possible and mapping it to your idea. There is a lot you can do, but there are also plenty of implicit rules and limits within the engine and tools that may thwart you. In its current state, the '''Expanded Mutation System''' is a tool about working within the structure and limitations.
On the other hand, if you have an idea that wasn't possible to realize with the previous Mutation system, the '''Expanded Mutation System''' may just provide the features you've been waiting for!
== 局限性 ==
即使是如此新奇的新系统也伴随着约束. 一些游戏功能和数据依然不在这个新系统的范围之内. 嘛,毕竟这仍然也只是一个用于'''Left 4 Dead 2'''的小宇宙中创造不同风格游戏玩法的系统, 而不是一个用于开发其他游戏的工具. 举个栗子:
*每个地图的导航网格都是预先计算的, 无法在运行时更改
== 我们开始吧! ==
作为一个突变模式作者, 您或许想从想创建一个相当简单的体验开始. 一旦有了这些灵感,就可以开始研究可能的方法并将它们反映到您的想法里. 您可以做很多事情,但是引擎和工具中还有很多隐含的规则和限制可能会妨碍您. 因为眼下, 即便是'''扩展突变系统'''也仍然是在L4D2"体制内"的工具.
不过, 反过来说, 如果您曾经想要创建一个非常有趣新颖的突变模式但是碍于旧版突变系统的限制而难以实现, 那么现在的'''扩展突变系统'''将可能是您实现梦想的得力助手.
[[Category: Left_4_Dead_2]]
[[Category: Chinese]]

Latest revision as of 04:16, 24 May 2020

Left 4 Dead 2 Level_Creation:zh-cn

本页面内容由Dazai Nerau译自英文版页面. 欢迎任何人补充新内容或者修改其中的错误.

注: 英文版页面已被锁定, 无法添加多语言链接, 希望有权限者协助添加.


本文及其他有关教程描述了在Left 4 Dead 2 Beta中发现但尚未被广泛公布的功能. Valve随时可能主动地或者因响应Beta版测试者的反馈而改进这些功能, 导致它们产生本文作者无法预测的变化.


这次发布的Left4Dead2版本对于编写突变模式的功能进行了很大的改进. 我们姑且称之为扩展突变系统(EMS)好了. 早期的突变系统允许玩家通过对现有游戏规则和导演系统变量进行较小的改动的方式来创建新的突变模式. 而EMS提供了新的手段来使得制作较以往更为有趣与复杂的突变模式成为了可能. 最强大的新功能是对Squirrel脚本语言的深度集成, 从今以后突变模式的作者可以把他们自己的Squirrel脚本写成:

  • 指导导演系统的流程与节奏
  • 产生和控制实体
  • 增强既存实体的行为
  • 将脚本代码与任意游戏事件相关联
  • 设置 "慢轮询(SlowPoll)" tick函数以进行周期性的规则/状态更新
  • 显示包含基于游戏而更新的字符串和变量的HUD
  • 在既存地图上添加或移除实体以实现简单的重复利用
  • 就像在电视上一样:还有更多好康!



EMS中, 突变脚本使用Squirrel语言编写, 就是辣个看起来像C和Lua杂交出来的语言. 你必须先学会Squirrel语言, 才能理解或者写出突变模式的脚本.

Squirrel语言官网 包含了关于Squirrel语言从入门到入土的各种资料. 如果你对于Squirrel语言一无所知, 建议你最好还是去瞅瞅它.

至少, 你也得知道Squirrel脚本文件的扩展名是.nut - 这样的话, 只要我们讨论的文件以.nut结尾, 你就应当知道我们讨论的文件中包含了Squirrel脚本代码. xD


即使是如此新奇的新系统也伴随着约束. 一些游戏功能和数据依然不在这个新系统的范围之内. 嘛,毕竟这仍然也只是一个用于Left 4 Dead 2的小宇宙中创造不同风格游戏玩法的系统, 而不是一个用于开发其他游戏的工具. 举个栗子:

  • 不包含创建新角色和新武器的功能
  • 每个地图的导航网格都是预先计算的, 无法在运行时更改
  • 某些种类的道具和物品被'融入'既存地图之中且无法被更改或者删除


作为一个突变模式作者, 您或许想从想创建一个相当简单的体验开始. 一旦有了这些灵感,就可以开始研究可能的方法并将它们反映到您的想法里. 您可以做很多事情,但是引擎和工具中还有很多隐含的规则和限制可能会妨碍您. 因为眼下, 即便是扩展突变系统也仍然是在L4D2"体制内"的工具.

不过, 反过来说, 如果您曾经想要创建一个非常有趣新颖的突变模式但是碍于旧版突变系统的限制而难以实现, 那么现在的扩展突变系统将可能是您实现梦想的得力助手.