跨地图触发事件

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前言

Note.pngNote:本教程仅适用于单人游戏,因为多人游戏不支持trigger_changelevel(L4D系列和传送门2除外)。对于回合制多人游戏,请参阅底部的外部链接以获取更多信息

随着关卡变得越来越复杂,您可能无法创建事件,例如,由于引擎限制,按钮会切换灯光。但是,这并不意味着不可能让激活器触发另一个地图中的事件。

Note.pngNote:本文假设您知道如何进行关卡转换.

一次性全局实体

第一部分重点介绍如何创建一个env_global,它只能在被触发器激活后触发一次,本部分中的触发器为一个按钮

Note.pngNote:env_global所包含的信息可以保留到下一张地图甚至是15张地图。这不是啥大问题,这就是地狱之下处理你捡到的卡片数量的方式(它也利用了env_global 的计数器功能,但是,它的代码已被修改,以通过I/O系统输出新的全局状态。

地图设置

第一张地图的设置
第二张地图的设置
Env_global设置。它们在两张地图中都是相同的。

第一张地图:实体设置

在第一张地图,你需要:

  • 一个触发器(在本案例中,一个命名为button,设置了Don't Move且触发延迟(Delay Before Reset)为-1func_button将充当触发器)
  • An env_global named light_global- with a Global State To Read set to turn_on_light
Note.pngNote:You do not have to choose from the drop down list. The Global State To Read can be anything, i.e. you can type anything in it. It is best to keep it simple and organized.
  • (Optional) A game_text named text_button_on to check the env_global's state
Note.pngNote:Use the console command developer 4 if you want to print out entity information (such as outputs being called, etc.) and other meaningful information. The game_text entity is simply used to print text seperately from the developer console command so that if your map has complex I/O sequences spamming (such as logic_timer and logic_case entities), the game_text makes it easier.


Second Map - Entity Setup

In the second map, you need:

  • A logic_auto - with a Global State To Read set to turn_on_light (it must be the same as the env_global's)
  • The entity you want to fire (in this example - a light named red)

The Input/Output Setup

First Map - Outputs

Open the activator (the button here) that will fire the env_global.

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnPressed light_global TurnOn <none> 0.00 Yes
Io11.png OnPressed !self Lock <none> 0.01 Yes

If you are using a game_text, fire it as well as you enable the env_global. Remember that the game_text is only used for debugging purposes. Remove it before shipping your level.

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnPressed text_button_on Display <none> 0.00 Yes

Second Map - Outputs

Open the logic_auto that will fire the entity or sequence (the light here).

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn red TurnOn <none> 0.00 Yes
Icon-Bug.pngBug:Avoid using OnMapTransition with the logic_auto as crashing during a transition will cause problems when reloading a save.  [todo tested in?]

And that's it. If the button isn't pressed, the light will be off in the next level. As soon as it is pressed, the light will be turned on.

Multiple Use Env_Global

Let's say we want the light to be toggled on and off when pressing the button. It requires a little more setup, but the process is fairly easy.

First Map - Entity Setup

First Map Entity Setup.
Second Map Entity Setup.

In the first map, you need:

  • An activator (in this example - a button named button with a delay before reset set to -1 and Toggle and Don't Move set in Flags)
  • 2 env_global entities:
    • The first one named light_global- with a Global State To Read set to turn_on_light
    • The second one named light_global_off- with a Global State To Read set to turn_off_light
  • (Optional) 2 game_text entities to check the env_global entities state
    • The first one named text_button_on
    • The second one named text_button_off

Second Map - Entity Setup

  • 2 logic_auto entities:
    • The first one with a Global State To Read set to turn_on_light (it must be the same as the first env_global in the first map)
    • The second one with a Global State To Read set to turn_off_light (it must be the same as the second env_global in the first map)
  • The entity you want to fire (in this example - a light named red)

First Map - Outputs

Open the activator (the button here) that will fire the env_global entities.

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnPressed light_global TurnOn <none> 0.00 No
Io11.png OnPressed light_global_off TurnOff <none> 0.00 No
Io11.png OnPressed text_button_on Display <none> 0.00 No
Io11.png OnPressed !self Lock <none> 0.01 No
Io11.png OnUseLocked light_global_off TurnOn <none> 0.00 No
Io11.png OnUseLocked light_global_on TurnOff <none> 0.00 No
Io11.png OnUseLocked text_button_off Display <none> 0.00 No
Io11.png OnUseLocked !self Unlock <none> 0.01 No

Second Map - Outputs

Open the logic_auto with Global State To Read set to turn_on_light (logic_auto that will turn on the light)

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn red TurnOn <none> 0.00 No

Open the logic_auto with Global State To Read set to turn_off_light (logic_auto that will turn off the light)

My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn red TurnOff <none> 0.00 No

And that's all there is to it.

Wrapping Things Up

You can download the example VMFs here.

External links

Multiplayer - Change The Nature Of Next Round

See also