Cambio de textura de cielo

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Template:Ent not in fgd:esSource skybox_swapper es un punto de entidad disponible en todos los juegos de Source desde Template:Game name. También está disponible en Team Fortress 2 Team Fortress 2.

Descripción de la entidad

Haz un caché previo y reemplaza el material 2D de la textura del cielo por otra. Funcionalmente es equivalente al uso del comando sv_skyname.

Valores clave

Skybox Material Name (SkyboxName) (???) <string(en)>
El nombre de la textura de cielo a cambiar.
Name (targetname) <string(en)>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.

Entradas

Trigger
Registra el cambio de textura de cielo.
CBaseEntity:
AddContext <string(en)>
Adds to the entity's list of response contexts. See Context.
AddOutput(en) <string(en)>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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 thanKillinput.
RemoveContext <string(en)>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string(en)>
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(en)>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
SetTeam <integer(en)> !FGD
Changes this entity's team.
TeamNum <integer(en)> !FGD
This input changes value for TeamNum property.
DispatchResponse <string(en)> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string(en)> (eliminado desde Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script(en)> (en todos juegos desde Left 4 Dead 2) (también en Team Fortress 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(en)> (en todos juegos desde Left 4 Dead 2) (también en Team Fortress 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.
CallScriptFunction <string(en)> (en todos juegos desde Left 4 Dead 2) (también en Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receiving entity.
SetLocalOrigin <coordinates(en)> (en todos juegos desde 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(en)> (en todos juegos desde Alien Swarm) !FGD
Set this entity's angles.

Salidas


Targetname:
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 Left 4 Dead)
This output fires when the entity is killed and removed from the game.