cycler

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cycler je Točkasti entitet(en) dostupan u Half-Life: Source Half-Life: Source, Half-Life 2 series Half-Life 2 series, Portal (Serija) Portal (Serija) i Counter-Strike: SourceCounter-Strike: Global Offensive Counter-Strike series.

Klasna hijerarhija
CGenericCycler
CCycler
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
h_cycler.cpp

Koristi se za prikaz modela u svrhu testiranja. Snimanje će kružiti kroz animacije modela.

Icon-Important.pngVažno:Ovo je entitet za otklanjanje pogrešaka i neće preživjeti učitavanja spremanja. Umjesto toga upotrijebite prop_dynamic ili prop_dynamic_override.
AltNames.pngAltNames: This entity is also tied to model_studio.

Ključne vrijednosti

Name(en) (targetname) <string(en)>
Naziv kojim se drugi entiteti pozivaju na ovaj entitet, putem Inputs/Outputs(en) ili drugih ključne vrijednosti(en) (npr. parentname ili target).
Također se prikazuje u Hammerovim 2D pogledima i Entity Report(en).
Vidi također:  Generičke ključne vrijednosti, ulazi i izlazi(en) dostupni svim subjektima

Pitch Yaw Roll (Y Z X) (angles) <angle(en)>
Orijentacija ovog entiteta u svijetu. Pitch je rotacija oko Y osi, yaw je rotacija oko Z osi, roll je rotacija oko X osi.

Studiomodel:

World Model (model) <string(en)>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer(en)>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip.pngSavjet:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float(en)> (u svim igrama od Alien Swarm) (također u Source 2013)
A multiplier for the size of the model.
Tip.pngSavjet:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body or SetBodyGroup) <integer(en)>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNapomena:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
Sequence (sequence) <integer(en)> !FGD
Default animation sequence for the model to be playing after spawning. May be overridden by game code.
Lighting Origin (lightingorigin) <targetname(en)>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.

Shadow:

Disable Shadows (disableshadows) <boolean(en)>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean(en)>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer(en)> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean(en)> (u svim igrama od Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean(en)> (u svim igrama od Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer(en) choices> (u svim igrama od 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.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Render in Fast Reflections (drawinfastreflection) <boolean(en)> (u svim igrama od Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
Render FX (renderfx) <choices>
Razni donekle naslijeđeni alfa efekti. Pogledajte render efekti(en)

RenderFields:

Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <choices>
Razni donekle naslijeđeni alfa efekti. Pogledajte render efekti(en)
Render Amount / Transparency (0 - 255) (renderamt) <integer(en)>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255(en)>
Color tint.
Disable Receiving Shadows (disablereceiveshadows) <boolean(en)>
Prevent the entity from receiving shadows on itself.


Zastave

  •  Not Solid : [1]

Unosi

SetSequence <string(en)>
Postavlja sekvencu ciklera.

RenderFields:

Alpha <integer(en) 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255(en)>
Sets an RGB color for the entity.

Vidi također