Difference between revisions of "User Inputs and Outputs:ru"

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m (This page is written in English, but is meant for a Russian translation.)
(Replaced content with "{{otherlang2 |title=Пользовательские Входы и выходы |en=User Inputs and Outputs }} Category:Level Design:ru")
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{{todo|Translate to Russian.}}
|title=Пользовательские Входы и выходы
The '''FireUser1-4''' inputs and '''OnUser1-4''' outputs are available on every entity that can receive [[Inputs and Outputs]]. This set of controls are specially linked to work together. Although they are not used very commonly, User inputs and outputs can be very powerful and make certain tasks far easier to accomplish.
|en=User Inputs and Outputs
The '''FireUser''N''''' input simply causes the corresponding '''OnUser''N''''' output on the same entity to fire. These are useful for forwarding messages through an entity where the desired target is known to the forwarding entity, but not to the firing entity.
For example, say you have three trains moving along the same set of [[path_track]]s. Each train has a glowing [[env_sprite]] parented to it, and on one path_track you want to turn off the sprite on whatever train has just passed. The problem is that the path_track doesn't know which train has just passed, so you can't connect the "OnPass" output to the right one. So, you solve this by connecting the path_track's "OnPass" output to the <code>[[!activator]]</code> (the train) '''FireUser1''' input, and then connect each train's '''OnUser1''' input to turn off their parented sprite.
In the past, you could hack around this kind of thing by putting a [[trigger_multiple]] for every train on the path_track, set them to only trigger when the matching train touches them, and use the "OnStartTouch" output to turn off the sprite. Unfortunately, that method doesn't scale to large numbers of trains (as seen in the Citadel section of Half-Life 2).
[[Category:Level Design:ru]]
[[Category:Level Design:ru]]

Revision as of 00:16, 27 July 2017