env_effectscript

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env_effectscript是一个点实体,可用于所有Source游戏。允许通过脚本文件来编程特殊视觉效果的实体。在d1_trainstation_05<Half-Life 2>有2个此实体。

在源代码中,它由classCEnvEffectsScript代表,定义在env_effectsscript.cpp

键值

Script Model (model) <文件路径>
使用的模型文件。默认是models/Effects/teleporttrail.mdl.


Script File (scriptfile) <字符串>
给此模型使用的脚本文件。默认是 scripts/effects/testeffect.txt.

Model:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin <Alien Swarm>) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
Cycle (cycle) <float> !FGD
The current frame of the currently playing animation, on a range from 0-1.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin. Not in <Left 4 Dead><Left 4 Dead 2>.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render FX / Transparency (0 - 255) (renderamt) <integer>
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.
Render FX (renderfx) <choices>
Preset pattern of appearance effects.
To do: 18-21, 25
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Model Index (modelindex) <short> !FGD
Changes the entity's model to a precached model on the map.
Warning: Using an invalid value will instantly crash the game, this includes 0 and 1.
Texture Frame (texframeindex) <integer>
The frame number for any animated textures on this entity.
Model Scale (modelscale) <float> (New with Half-Life 2: Episode Two / Source 2007) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in [Portal], <Left 4 Dead>, <Left 4 Dead 2>, sdk 2013.
Warning: Negative or extremely high values can cause crashes!
Minimum CPU Level (mincpulevel) <choices> (New with Left 4 Dead)
A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
Maximum CPU Level (maxcpulevel) <choices> (New with Left 4 Dead)
  • 0: Default
  • 1: Low
  • 2: Medium
  • 3: High
Minimum GPU Level (mingpulevel) <choices> (New with Left 4 Dead)
Maximum GPU Level (maxgpulevel) <choices> (New with Left 4 Dead)
  • 0: Default
  • 1: Very low
  • 2: Low
  • 3: Medium
  • 4: High
Glow Backface Multiple (glowbackfacemult) <float> (New with Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <choices> (New with Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.
Collision Group (CollisionGroup) <choices> (New with Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.
No Animation Sounds (SuppressAnimSounds) <boolean> (New with Portal 2) !FGD
Silences sounds linked to animations.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.

Base:

Classname (classname) <string>
实体名称。实体名称可以用AddOutput来修改,有可能导致错误,影响引擎的处理方式。
Name (targetname) <string>
自己可定义的实体名字,注意,classname是实体名(如prop_static)而不是其名字!
Global Entity Name (globalname) <string>
实体链接到下一张图采用的名称,当玩家过度到下一张图的时候,会保持上一张图实体的状态。
Parent (parentname) <targetname>
实体的父级实体,该实体可以与父实体保持移动偏移。名称后面可以添加一个附属点,以逗号隔开。 任何实体都可以是父实体,甚至是点实体。 转换至下一张地图的实体关系会依然存在。例如 trigger_transition, 一些不适合做父实体的实体可能难以运行,利用 phys_constraint 可以解决。*注:翻译略有出入,请只在意第一句或查看原文(英文)。
Origin (X Y Z) (origin) <coordinates>
实体处于世界中的位置,旋转实体会以实体坐标原点旋转。
Pitch Yaw Roll (X Y Z) (angles) <angle>
实体在世界中的方位,Pitch围绕X轴旋转,可以称为俯仰角。Yaw围绕Z轴旋转,可以称为偏航角,roll围绕Y轴旋转,可以称为翻滚角。
注意:尽管Hammer不显示新角度,但其仍然适用于固实体。
Flags (spawnflags) <integer>
实体所具有的标志/标签,依实体所具有而定。
Response Contexts (ResponseContext) <string>
实体预定义的响应上下文(链接上下文)。格式:key:value,key:value,...。可以由filtered过滤。
Effects (effects) <integer> !FGD
效果标志,在hammer中不显示,但它确确存在。
Local Time (ltime) <float> !FGD
实体的本地时间,区别于全局时间,主要用于物理效果计算,在hammer中不显示。
Next Think (nextthink) <float> !FGD
实体再次 thinks 时间。在hammer中不显示。
Hammer ID (hammerid) <integer> !FGD
实体的Hammer ID。主要用于插件和debug指令,如ent_keyvalue. 可以用"hammerid" 或者 "id" 键值来手动分配. 在run-time时候生成的实体不会分配ID。在hammer中不显示。
Disable for Xbox 360 (disableX360) <boolean> (New with Left 4 Dead 2) !FGD
如果设置为"Yes",在XBOX360游戏机上不显示此实体。
Entity Scripts (vscripts) <scriptlist> (New with Left 4 Dead 2)
实体生成后可通过输出调用的VScript脚本文件,所有脚本都处于同一脚本域,会覆盖相同名称的变量和功能函数等。
Script think function (thinkfunction) <string> (New with Left 4 Dead 2)
脚本功能函数名,每秒自动会调用此函数10次,比较于logic_timer更方便。 请避免 expensive(昂贵)的效果操作,会损失性能。
Lag Compensation (LagCompensate) <boolean> (New with Left 4 Dead 2) !FGD
设置"Yes"会延迟补偿该实体,请谨慎使用。在hammer中不显示。
Is Automatic-Aim Target (is_autoaim_target) <boolean> (New with Counter-Strike: Global Offensive) !FGD
设置为"1"会减慢该实体在十字准心下方时,控制杆的瞄准运动。

Inputs

SetSequence  <string>
Sets the script model's sequence.

Model:

skin  <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup  <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime  <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires  <integer>
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in <Left 4 Dead 2> onward.
IgniteHitboxFireScale  <float>
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in <Left 4 Dead 2> onward.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin  <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack  <targetname>
Offsets the entity's lighting origin by their distance from an info_lighting_relative.
Note:Not available in <Left 4 Dead><Left 4 Dead 2>.
fademindist  <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist  <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale  <vector>
Only available for <Team Fortress 2><Half-Life 2>. Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
Tip:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.

Warning: Negative or extremely high values can cause crashes!

Alpha  <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting  <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color  <color255>
Sets an RGB color for the entity.
SetDamageFilter  <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableShadow
Allows the entity to draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.
EnableDraw  (New with Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (New with Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (New with Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (New with Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (New with Portal 2)
Makes the entity be rendered in reflections from water materials using $reflectonlymarkedentities.
DisableDrawInFastReflection  (New with Portal 2)
Prevents the entity from rendering in fast reflections.

Base:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
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>
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.
AddOutput  <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
DispatchEffect  <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse  <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext  <string>
Adds to the entity's list of response contexts. Format is <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> (New with 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> (New with 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:  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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !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> (New with Alien Swarm) !FGD
Set this entity's angles.

Outputs

Model:

OnIgnite
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.
OnFizzled  (New with Portal 2)
Fired when this entity is fizzled by a fizzler or any other means. (Except the Dissolve input. Use SilentDissolve instead.)

Base:

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  (Only in the Left 4 Dead series)
This output fires when the entity is killed and removed from the game.

See also