prop_glass_futbol_spawner
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prop_glass_futbol_spawner
是一个点实体,可在 传送门2中使用。
实体描述
这是玻璃球生成器, 该实体在正式版游戏中未被使用,很可能是测试版的遗留内容。
此生成器可生成高度易碎的玻璃球,这些球可被拾取和投掷。如果需要,球也可以放回生成器中。
FGD代码
英文原版代码:
@PointClass base(Targetname, Parentname, Angles) studio("models/props/futbol_dispenser.mdl") = prop_glass_futbol_spawner :
"Dispenser for glass futbols"
[
StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map."
input ForceSpawn(void) : "Spawn a futbol."
output OnFutbolSpawned(void) : "Fired whenever the futbol has been spawned."
output OnFutbolGrabbed(void) : "Fired whenever the futbol has been grabbed the first time."
output OnFutbolReleased(void) : "Fired whenever the futbol has been grabbed from or returned to this spawner (not when thrown)."
output OnFutbolCaught(void) : "Fired whenever the futbol returned to this spawner."
]
如果需要可以代替原版FGD的内容:
@PointClass base(Targetname, Parentname, Angles) studio("models/props/futbol_dispenser.mdl") = prop_glass_futbol_spawner :
"玻璃球生成器"
[
StartWithFutbol(boolean) : "初始包含球" : "1" : "设为true则生成器初始包含一个球。设为false则需要手动在地图中放置球。"
input ForceSpawn(void) : "生成球"
output OnFutbolSpawned(void) : "球生成时触发"
output OnFutbolGrabbed(void) : "球首次被拾取时触发"
output OnFutbolReleased(void) : "球被取出或放回生成器时触发(投掷时不触发)"
output OnFutbolCaught(void) : "球返回生成器时触发"
]
Keyvalues
- Name (目标名称) <target_source>[ Edit ]
- 这个名称是其他实体通过 输入/输出 或其他 关键值 (如
parentname
或target
) 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 中。参见: 所有实体均可使用的 通用键值、输入与输出
Parentname:
- Parent (parentname) <目标名 >
- 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 >
- 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.
RenderFields:
- 渲染模式 (rendermode) <byte choices >
- 在此实体上设置非标准渲染模式。
Render Modes
- Render FX (renderfx) <byte choices >
- 各种有点遗留的阿尔法效果。请参见渲染效果
- Render Amount / Transparency (renderamt) <byte >
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255 >
- Color tint.
阴影:
- Disable Shadows (disableshadows) <布尔值 >
- 防止该实体生成廉价的渲染到纹理的阴影,或如果实体是 prop_static 的光照贴图阴影。不影响影子映射。
- 禁用接收阴影 (disablereceiveshadows) <布尔值 >
- 防止该实体接收动态阴影。
- Shadow Cast Distance (shadowcastdist) <整数 > 不存在于FGD!
- 设置实体投射动态阴影的距离。0 表示从 shadow_control 实体开始的默认距离。
- Disable Shadow Depth (disableshadowdepth) <布尔值 > (存在于自
以来)
- 用于禁用此实体的阴影深度(用于投影纹理)的渲染。
- Disable flashlight (disableflashlight) <布尔值 > (存在于自
以来)
- 用于禁用此实体的投影纹理照明和阴影。
- Projected Texture Cache (shadowdepthnocache) <integer choices > (存在于自
以来)
- 用于提示投影纹理系统缓存此实体的阴影体积是否足够,或改为强制每帧渲染。
选项 - 0 : 默认
- 1 : 无缓存 - 每帧渲染
- 2 : 缓存 - 只渲染一次
Inputs
Parentname:
- 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.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
- Alpha <整数 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 than0
.
- Color <color255 >
- Sets an RGB color for the entity.
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (存在于自
以来)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (存在于自
以来)
- This object may receive light or shadows from projected textures.
Outputs
- OnFutbolSpawned
- 球生成时触发。
- OnFutbolGrabbed
- 球首次被拾取时触发。