point_futbol_shooter

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point_futbol_shooter是一个点实体,可在传送门2 传送门2中使用。

实体描述

该实体用于向目标实体发射炸弹(en)(在游戏结局中出现)。

目标实体只能通过输入设置。

Keyvalues

Launch speed ([todo internal name (i)]) <浮点型(en)>
炸弹发射速度。
Name (目标名称) <target_source>[ Edit ]
这个名称是其他实体通过 输入/输出(en) 或其他 关键值(en)(如 parentnametarget) 来引用该实体时使用的标识符。
该名称也会显示在 Hammer 编辑器的 2D 视图和 实体报告(en) 中。
参见:  所有实体均可使用的 通用键值、输入与输出(en)

Parentname:
Parent (parentname) <目标名(en)>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle(en)>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Inputs

SetTarget <字符串(en)>
设置新的发射目标
ShootFutbol
向目标发射炸弹


Parentname:
SetParent <字符串(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <字符串(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 <字符串(en)>
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.

Outputs

OnShootSuccess
成功发射炸弹时触发。
OnShootFail
发射炸弹失败时触发。