prop_door_rotating
class hierarchy |
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CPropDoorRotating defined in props.cpp
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prop_door_rotating
是一个点实体,可在所有的 起源 游戏中使用。
This page is being translated by DaKang233. The create time of the page is December 31, 2022 (UTC+8). Anyone is welcome to add new content or fix errors.
它创建了一个普通的铰链门,可以由玩家和 NPC 打开。
$collisiontext
编译的,旋转门是可以破坏的。Contents
支持的模型
props_c17\door01_left.mdl
props_c17\door02_double.mdl
props_doors\door03_slotted_left.mdl
props_c17\door03_left.mdl
Half-Life 2: Episode One
props_doors\door01_dynamic.mdl
不是有效的;它适用于 npc_furniture
。Most newer games have a model folder called "Props_Doors" where all doors are found, including static props that will not work for prop_door_rotating.
For a door model to be compatible, it must be a physics prop (Seen in Model broswers Info Tab) and the model origin must be on the hinge side of the door, because doors rotate around its origin.
大多数较新的游戏都有一个名为“Props_Doors”的模型文件夹,可以在其中找到所有门,包括 prop_door_rotating 无法使用的静态道具。
要使门模型兼容,它必须是物理道具(在模型浏览器信息选项卡中看到),并且模型原点必须位于门的铰链侧,因为门围绕其原点旋转。
Keyvalues
- Slave name
(slavename)
<目标名 > - Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.
- Hardware Type
(hardware)
<choices> - The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
- None
- Lever (i.e. door handle)
- Push bar
- Keypad 注意: Keypad hardware only has a model in Half Life 2 EP1 & EP2.
- Spawn Position
(spawnpos)
<choices> - State the door should begin in. Check the door's angles to see forward/backward orientation.
- Closed
- Open forward
- Open back
- Ajar
- Ajar Angles
(ajarangles)
<angle > - If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
- Hinge Axis
(axis)
<轴> - 待完善:
- Rotation Distance
(distance)
<浮点型 > - Number of degrees that the door should open, both forward and backward.
- Speed
(speed)
<整数 > - In degrees/second.
- Fully Open Sound
(soundopenoverride)
<字符串 > - Sound played when the door has finished opening.
- Fully Closed Sound
(soundcloseoverride)
<字符串 > - Sound played when the door has finished closing.
- Moving Sound
(soundmoveoverride)
<字符串 > - Sound played when the door starts to move.
- Locked Sound
(soundlockedoverride)
<字符串 > - Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound
(soundunlockedoverride)
<字符串 > - Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
- Delay Before close
(returndelay)
<整数 > - Number of seconds the door waits until closing by itself. -1 means never auto-close.
- Damage Inflicted When Blocked
(dmg)
<整数 > - If an entity is blocking the door from moving, inflict this much damage per frame.
- Can Damage Player
(candamageplayer)
<布尔值 > (仅存在于 之中) - If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
- 注意:This replaces the "Damage Inflicted When Blocked" keyvalue in INFRA .
- Force Closed
(forceclosed)
<布尔值 > - If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- Open Direction
(opendir)
<choices> - Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
- Both directions
- Forward only
- Backward only
Health(???)
<整数 >- 已弃用 Health for the door.
- Glow Distance
(glowdist)
<整数 > (存在于自 以来) - Default is 1024.
- Does the prop glow by default?
(glowenabled)
<布尔值 > (存在于自 以来) - Enables the door to glow. Default is set to off.
- Glow Color
(glowcolor)
<color255 > (存在于自 以来) - The color of the glow (if enabled).
Glow:
- Glow Range
(glowrange)
<整数 > (仅存在于 之中) - Range at which the glow becomes visible. 0 means always visible.
- Glow Range Min
(glowrangemin)
<整数 > (仅存在于 之中) - Range at which the glow stops being visible. 0 means always visible.
- Glow Color Override (R G B)
(glowcolor)
<color255 > (仅存在于 之中) - Change the render color of the glow.
Studiomodel:
- Skin
(skin)
<整数 > - Some models have multiple skins. This value selects from the index, starting with 0. 提示:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale
(modelscale)
<浮点型 > (存在于自 以来) - A multiplier for the size of the model.
Shadow:
- Disable Shadows
(disableshadows)
<布尔值 > - 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)
<布尔值 > - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<整数 > 不存在于FGD! - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Disable ShadowDepth
(disableshadowdepth)
<布尔值 > (存在于自 以来) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<布尔值 > (存在于自 以来) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (存在于自 以来) - 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.
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Reflection:
- Render in Fast Reflections
(drawinfastreflection)
<布尔值 > (存在于自 以来) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
BaseFadeProp:
- Start Fade Dist (fademindist)
(???)
<浮点型 > (存在于自 以来) - Distance at which the prop starts to fade.
- End Fade Dist (fademaxdist)
(???)
<浮点型 > (存在于自 以来) - Max fade distance at which the prop is visible.
- If start fade is <0, the prop will disappear instantly when end fade is hit.
- If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
- The values will scale appropriately if the prop is in a 3D Skybox .
- Fade Scale (fadescale)
(???)
<浮点型 > (存在于自 以来) - If you specify so in worldspawn , or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop 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 the QC command $noforcedfade .
Base:
- Name
(targetname)
<字符串 > - 其他实体用来指代该实体的名称。
- Parent
(parentname)
<目标名 > - 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。 (
parentname [targetname],[attachment]
)提示:转换至下一张地图的实体关系会依然存在。提示: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。 - 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。注意:Hammer 不会仅在编辑器中相应地移动实体。
- 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。注意:尽管 Hammer 不显示新角度,但其仍然适用于固实体。
- Classname
(classname)
<字符串 > 不存在于FGD! - 确定实体之前它生成的特征。提示:使用
AddOutput
输入更改 Classname 仍然会影响游戏的代码,例如使类名与 S_PreserveEnts 列表中的一个元素匹配将使实体在新一轮中持续存在! - Spawnflags
(spawnflags)
<flags > 不存在于FGD! - 实体所具有的标志/标签,依实体所具有而定。
- Effects
(effects)
<flags > 不存在于FGD! - 要使用的效果标志的组合。
- Entity Scripts
(vscripts)
<脚本列表 > (存在于自 以来) (也存在于 之中) - 在所有实体生成后执行的 VScript 文件(无文件扩展名)的空格分隔列表。这些脚本都在同一个脚本范围内执行,以后的脚本会覆盖任何相同的变量和函数。在 worldspawn 实体上执行的脚本将放置在根作用域中。
- Think function
(thinkfunction)
<字符串 > (存在于自 以来) (也存在于 之中) - 此实体脚本中的函数名称,该函数将在脚本持续时间内每 100 毫秒(每秒 10 次)自动调用一次。它可用于创建计时器或模拟自主行为。返回值(如果存在)将设置下一次调用之前的时间。尽量避免在此函数中进行昂贵的操作,因为它可能会导致性能问题。
- Lag Compensation
(LagCompensate)
<布尔值 > (存在于自 以来) 不存在于FGD! - 设置为是以延迟补偿此实体。应该非常谨慎地使用!
- Is Automatic-Aim Target
(is_autoaim_target)
<布尔值 > (存在于自 以来) 不存在于FGD! - 如果设置为 1,当实体位于十字准线下方时,该实体将减慢控制台和操纵杆控制器的瞄准移动速度。
Flags
- [
1
] : Starts Open - [
2048
] : Starts locked - [
4096
] : Door silent (No sound, and does not alert NPCs) - [
8192
] : Use closes - [
16384
] : Door silent to NPCs (Does not alert NPCs) - [
32768
] : Ignore player +USE - [
524288
] : Start Unbreakable (存在于自 以来) - [
524288
] : Start Breakable (存在于自 以来) (也存在于 之中)
Inputs
Open
- Open the door.
Close
- Close the door.
Toggle
- Toggle the door between open and closed.
OpenAwayFrom
<目标名 >- Open the door away from the specified entity.
Lock
- Lock the door.
Unlock
- Unlock the door.
SetRotationDistance
<浮点型 >- Degrees of rotation that the door will open.
MoveToRotationDistance
<浮点型 > (存在于自 以来) (也存在于 之中)- Sets the open distance (in degrees) and moves there.
SetSpeed
<浮点型 >- Set the speed at which the door rotates.
- 注意:Default is 200 in L4D.
SetAnimation
<字符串 > (仅存在于 之中)- Force the door to play an animation. The parameter should be the name of the animation.
SetAnimationNoReset
<字符串 > (仅存在于 之中)- Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.
Glow:
Base:
AddContext
<字符串 >- Adds to the entity's list of response contexts. See Context.
AddOutput
<字符串 >- 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"
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ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
RemoveContext
<字符串 >- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<字符串 >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<字符串 >- 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 >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
TeamNum
<整数 > 不存在于FGD!- This input changes value for
TeamNum
property.错误:Console command ent_info shows this input in any Source Engine game, but only in 反恐精英:全球攻势 (and games based on it) this input exists and works.
DispatchResponse
<字符串 > 不存在于FGD!- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<字符串 > (被移除于 以来) 不存在于FGD!- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<脚本 > (存在于自 以来) (也存在于 之中)- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<字符串 > (存在于自 以来) (也存在于 之中)- 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. 错误:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.修复:Remove the string argument manually with a text editor.
CallScriptFunction
<字符串 > (存在于自 以来) (也存在于 之中) 不存在于FGD!- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(仅存在于 之中) 不存在于FGD!- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates > (存在于自 以来) 不存在于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.
Outputs
BaseDoor:
OnClose
- Fired when the door starts to close.
OnOpen
- Fired when the door starts to open.
OnFullyClosed
- Fired when the door finishes closing. Reversed if Start Open flag is set.
OnFullyOpen
- Fired when the door finishes opening. Reversed if Start Open flag is set.
OnBlockedClosing
- Fired when the door has been blocked from closing.
!activator
is whatever blocks the door.
OnBlockedOpening
- Fired when the door has been blocked from opening.
!activator
is whatever blocks the door.
OnUnblockedClosing
- Fired when the door is no longer blocked from closing.
OnUnblockedOpening
- Fired when the door is no longer blocked from opening.
OnLockedUse
- Fired when the player tries to open the door but fails because it is locked.
Studiomodel:
OnIgnite
- Fired when this object catches fire.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(仅存在于 之中)- This output fires when the entity is killed and removed from the game.
Custom Door Models
- Create
ACT_IDLE
,ACT_DOOR_LOCKED
andACT_DOOR_OPEN
activities . - Add a
door_options
$keyvalues
block:
$keyvalues
{
prop_data
{
blocklos 1
}
door_options
{
default // Fallbacks if something is missing elsewhere
{
open Doors.FullOpen1
close Doors.FullClose1
move Doors.Move1
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware0 // First hardware type, by default a handle
{
locked DoorSound.Null
unlocked DoorSound.Null
}
hardware1 // Push bar
{
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware2 // Keypad
{
locked DoorHandles.Locked2
unlocked DoorHandles.Unlocked2
}
skin0 // Skin-specific sounds, including a custom surfaceprop.
{
open Doors.FullOpen4
close Doors.FullClose4
move Doors.Move4
surfaceprop wood // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
}
}
}
L4D Series Doors
The Left 4 Dead series introduced a new set of doors that can be broken down by Infected.
Those new doors make use of $collisiontext
and new "Pound" and "Damage" listings in door_options
, highlighted below.
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: ACT_DOOR_ANIMTOLOCK
, ACT_DOOR_ANIMTOUNLOCK
, ACT_DOOR_OPENFAIL
.
ACT_DOOR_LOCKED
do not seem to work. Only workaround seems to be manually adding I/O connections to the door in hammer, or play a specific sequence when used while locked.$collisiontext
{
break
{
"model" "Props_downtown\door_interior_128_01_dm01_02" //Spawns a debris model.
"health" "100"
"fadetime" "10"
}
}
$keyvalues
{
prop_data
{
"base" "Door.Standard"
"allowstatic" "1"
"blocklos" "1"
"dmg.bullets" "0" //Bullets will no longer damage this door. In L4D2 this is only used on the last damage model.
}
door_options
{
"defaults"
{
"open" "Doors.FullOpen1"
"close" "Doors.FullClose1"
"move" "Doors.Move1"
"locked" "DoorHandles.Locked1"
"unlocked" "DoorHandles.Unlocked1"
"pound" "Doors.Wood.Pound1" //Sound that plays when infected attack the door to break it down.
"surfaceprop" "wood" //Overwrites Surfaceprop.
"damage1" "props_downtown\door_interior_128_01_DM01_01" //What the first damage model is.
"damage2" "props_downtown\door_interior_128_01_DM02_01" //What the second damage model is.
"damage3" "props_downtown\door_interior_128_01_DM03_01" //What the third damage model is.
}
}
}
The "Damage1", "Damage2" and "Damage3" lines determine what models will be used for the broken stages of this door model.
See also
func_door
(sliding, brush -based)func_door_rotating
(brush-based)- Door creation
- WiseDoor - example use and illustration of doors.