Template:I BaseEntity:ru

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This template is our holder for all inputs assigned through CBaseEntity. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See Help:Templates for more info on named parameters.

{{I BaseEntity}}

No parameters: display inputs for ALL games.

{{I BaseEntity|base=1}}

Base: display inputs that have only existed since whatever game added the class (most have existed since HL2, the first Source game).

{{I BaseEntity|l4d2=1}}

Game as a parameter: display the inputs that base displays, AND inputs that were added to the class, by the specified game. You can specify as many games as needed. You must specify ALL the games you want to include (e.g. l4d2 will not automatically include l4d inputs as well).

All parameters for this template:

  • base
  • l4d2
  • portal2
  • prel4d - (DEPRECATED 9/28/18: This parameter existed to hide DispatchEffect for games (ones before l4d) that did not have it. There's many cases of similar inputs and keyvalues that aren't in absolutely everything, and making similar parameters for all of those simply isn't worth the trouble, especially considering having to comb through every existing use of those templates. Parameter is totally removed from code and affects nothing.)
Note.png Note: If you want to edit something on this template, please make sure you edit it in both places. Per-game inputs are duplicated, for complex technical reasons.

For full documentation on this family of templates, see FGD Template Prototype. Still confused on something? Ask for help before editing this template.

Note.png Note: Some CBaseEntity inputs are not covered here. See the talk page.


Удаляет эту сущность и любые сущности, связанные с ней, из мира.
Функционирует так же, как Kill , хотя этот объект и любые связанные с ним объекты уничтожаются в одном кадре..
SetParent <string>
Двигаться с этой сущностью. Смотрите Entity Hierarchy (parenting).
SetParentAttachment <string>
Измените эту сущность, чтобы присоединить ее к определенной точке attachment его источника. Сущность будет телепортироваться к источнику, чтобы положение ее корня bone совпадало с положением attachment. Субъекты должны быть источниками перед отправкой этого ввода.
SetParentAttachmentMaintainOffset <string>
Как и выше сказанное, но без телепортации. Сущность сохраняет свою позицию относительно attachmentво время получения ввода.
Удаляет эту сущность из иерархии движения, оставляя ее свободной для самостоятельного перемещения..
AddOutput <string>
Оценивает ключевое значение/вывод для этой энтити..
Формат: <key> <value>
Формат: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Поджечь OnUser outputs; Смотрите User Inputs and Outputs.
Use  !FGD
То же, что игрок, вызывающий +use; может ничего не делать. Может также вызываться путем создания вывода, в котором не указан ввод.
Этот ввод не включен в Valve. FGDs.
DispatchEffect <string> !FGD
Отправляет специальный эффект от позиции ентити . Удалено и полностью заменено системой particle, так как<Left 4 Dead>.
DispatchResponse <string> !FGD
Отправляет ответ сущности. Смотрите Response а также Concept.
AddContext <string>
Добавляет в список объекта response contexts. Формат <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since [Portal 2]) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since [Portal 2]) !FGD
Set this entity's angles.