Difference between revisions of "Zh cn:Temp Entity Events (Half-Life 1)"
(→消息类型) |
(→6: TE_TRACER) |
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message_begin(MSG_ ,SVC_TEMPENTITY) | message_begin(MSG_ ,SVC_TEMPENTITY) | ||
write_byte(TE_TRACER) | write_byte(TE_TRACER) | ||
− | write_coord() // | + | write_coord() // 起始点 |
write_coord() | write_coord() | ||
write_coord() | write_coord() | ||
− | write_coord() // | + | write_coord() // 终止点 |
write_coord() | write_coord() | ||
write_coord() | write_coord() | ||
message_end()</pre> | message_end()</pre> | ||
− | + | 用这个消息可以很轻松的制造出一条trace轨迹。 | |
− | + | 看到上面的参数是不是觉得有点少,就这么两个点能做出让人满意的效果? | |
+ | 别急,控制台输入 tracer ,你会看见诸如traceralpha的好几个cvar,就是由它们控制了trace的样子。 | ||
+ | 列举几个来自hlsdk的颜色示例: | ||
+ | tracerred/tracergreen/tracerblue | ||
+ | color24 gTracerColors[] = | ||
+ | { | ||
+ | { 255, 255, 255 }, // White | ||
+ | { 255, 0, 0 }, // Red | ||
+ | { 0, 255, 0 }, // Green | ||
+ | { 0, 0, 255 }, // Blue | ||
+ | { 0, 0, 0 }, // Tracer default, filled in from cvars, etc. | ||
+ | { 255, 167, 17 }, // Yellow-orange sparks | ||
+ | { 255, 130, 90 }, // Yellowish streaks (garg) | ||
+ | { 55, 60, 144 }, // Blue egon streak | ||
+ | { 255, 130, 90 }, // More Yellowish streaks (garg) | ||
+ | { 255, 140, 90 }, // More Yellowish streaks (garg) | ||
+ | { 200, 130, 90 }, // More red streaks (garg) | ||
+ | { 255, 120, 70 }, // Darker red streaks (garg) | ||
+ | }; | ||
== 7: TE_LIGHTNING == | == 7: TE_LIGHTNING == |
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'消息'就是服务器发送给客户端的一个信号(数据段) ,是它告知客户端信息有更变。
新增的主要描述在这里。 此页面由 lein神上 翻译
Contents
消息类型
设置临时实体消息的传输类型。
MSG_ types 将被用于 dest 填入 message_begin 中 ,下面是它的类型:
#define MSG_BROADCAST 0 // 发送给所有人(不真实的数据流) #define MSG_ONE 1 // 只发送给一个人(msg_entity) #define MSG_ALL 2 // 发送给单个客户端(使用真实的数据流) #define MSG_INIT 3 // 此消息类型在服务器创建的时候发送,以通知客户端注册消息。 #define MSG_PVS 4 // Ents in PVS of org #define MSG_PAS 5 // Ents in PAS of org #define MSG_PVS_R 6 // Reliable to PVS #define MSG_PAS_R 7 // Reliable to PAS #define MSG_ONE_UNRELIABLE 8 // 发送给单个客户端, 但不会使用真实数据流。 (可以被drop) #define MSG_SPEC 9 // 发送给观察者
注:UNRELIABLE意味着并不是立即发送的真实数据流,不能保证消息一定送达到客户端。
Reliable 发送的消息准确可靠,但是注意不要 在同一时刻大量发送,会炸服。
临时实体 事件
你可以在这里添加描述
0: TE_BEAMPOINTS光束效果
在两个点之间创建一条光束.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
起始点 | X Y Z (coords型数据) | 点的X Y Z 坐标, or 0 0 0 | 光线出发位置 |
终止点 | X Y Z (coords型数据) | 点的X Y Z 坐标, or 0 0 0 | 光线结束位置 |
Sprite | SPR文件路径 | "sprites/laserbeam.spr" | 光线所用到的SPR文件 |
起始帧 | 0-255 | 0 | 开始播放的帧数,一般填0即可 |
帧率 | 0-255 | 0 | 每0.1s秒执行多少帧, (10 = 1 fps) |
Life | 0-255 | 50 | 每一帧持续的时间, (50 = 5 seconds) |
宽度 | 0-255 | 10 | 光线宽度 |
抖动率 | 0-255 | 10 | 这个参数决定0.1秒内的抖动频率 |
颜色饱和度 | R G B | 255 255 255 | 这个参数决定SPR的RGB颜色饱和度 |
通透度 | 0-255 | 127 | SPR文件的通透度,可以当作Alpha透明度来处理 |
传输速度 | 0-255 | 0 | 就是光线怎么"动"过去什么的, in 0.1s (??) |
Format
#define TE_BEAMPOINTS 0 // 在两个点之间创建一条光束. message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_BEAMPOINTS) write_coord() // 起始点 write_coord() write_coord() write_coord() // 终止点 write_coord() write_coord() write_short() // SPR文件索引 write_byte() // 起始帧 write_byte() // 帧率 write_byte() // 持续时间 write_byte() // 宽度 write_byte() // 抖动率 in 0.01's write_byte() // 红色饱和度 write_byte() // 绿色饱和度 write_byte() // 蓝色饱和度 write_byte() // 通透度 write_byte() // 传输速度 message_end()
1: TE_BEAMENTPOINT光束效果
创建一条光束从一个实体到一个点.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
起始实体 | entityid | 实体的ID值 | 发出光线的实体 |
结束点 | X Y Z (coords型数据) | 点的X Y Z 坐标, or 0 0 0 | 光线结束位置 |
Sprite | SPR文件路径 | "sprites/laserbeam.spr" | 光线所用到的SPR文件 |
起始帧 | 0-255 | 0 | 开始播放的帧数,一般填0即可 |
帧率 | 0-255 | 0 | 每0.1s秒执行多少帧, (10 = 1 fps) |
Life | 0-255 | 50 | 每一帧持续的时间, (50 = 5 seconds) |
宽度 | 0-255 | 10 | 光线宽度 |
抖动率 | 0-255 | 10 | 这个参数决定0.1秒内的抖动频率 |
颜色饱和度 | R G B | 255 255 255 | 这个参数决定SPR的RGB颜色饱和度 |
通透度 | 0-255 | 127 | SPR文件的通透度,可以当作Alpha透明度来处理 |
传输速度 | 0-255 | 0 | 就是光线怎么"动"过去什么的, in 0.1s (??) |
Format
#define TE_BEAMENTPOINT 1 // beam effect between point and entity message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_BEAMENTPOINT) write_short() // start entity write_coord() // end position write_coord() write_coord() write_short() // SPR文件索引 write_byte() // 起始帧 write_byte() // 帧率 write_byte() // 持续时间 write_byte() // 宽度 write_byte() // 抖动率 in 0.01's write_byte() // 红色饱和度 write_byte() // 绿色饱和度 write_byte() // 蓝色饱和度 write_byte() // 通透度 write_byte() // 传输速度 message_end()
2: TE_GUNSHOT枪击效果
创建粒子效果和子弹音效。.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the gunshot effect |
Format
#define TE_GUNSHOT 2 // particle effect plus ricochet sound message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_GUNSHOT) write_coord() // start position write_coord() write_coord() message_end()
3: TE_EXPLOSION爆炸效果
Creates an additive sprite, 2 dynamic lights, flickering particles, explosion sound, and moves the sprite vertically.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the explosion effect |
Sprite | sprite path | "sprites/zerogxplode.spr" | The additive sprite to use in the explosion |
Scale | 0-255 | 1 | The scale of the sprite in the explosion, in 0.1s |
FrameRate | 0-255 | 0 | The frame rate to show the sprite at, in 0.1s (10 = 1 fps) |
Flags | 0-15 | 0 | Sets flags for the explosion, you may also add these together:
|
Format
#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_EXPLOSION) write_coord() // start position write_coord() write_coord() write_short() // sprite index write_byte() // scale in 0.1's write_byte() // framerate write_byte() // flags message_end()
4: TE_TAREXPLOSION
Creates the Quake 'tar' explosion.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the effect |
Format
#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_TAREXPLOSION) write_coord() // start position write_coord() write_coord() message_end()
5: TE_SMOKE烟云效果
Creates a rising alphablend sprite at 30 pps.
Options
Option | Range | Default | Description |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Position of the smoke effect |
Sprite | sprite path | "sprites/steam1.spr" | The alphablend sprite to use for smoke |
Scale | 0-255 | 1 | The scale of the smoke, in 0.1s |
FrameRate | 0-255 | 0 | The frame rate to show the sprite at |
Format
#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_SMOKE) write_coord() // start position write_coord() write_coord() write_short() // sprite index write_byte() // scale in 0.1's write_byte() // framerate message_end()
6: TE_TRACER
Creates a tracer effect from one point to another.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Starting point of the tracer |
End | X Y Z (coords) | Origin of secondary entity, or 0 0 0 | Ending point of the tracer |
Format
#define TE_TRACER 6 // tracer effect from point to point message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_TRACER) write_coord() // 起始点 write_coord() write_coord() write_coord() // 终止点 write_coord() write_coord() message_end()
用这个消息可以很轻松的制造出一条trace轨迹。 看到上面的参数是不是觉得有点少,就这么两个点能做出让人满意的效果? 别急,控制台输入 tracer ,你会看见诸如traceralpha的好几个cvar,就是由它们控制了trace的样子。 列举几个来自hlsdk的颜色示例: tracerred/tracergreen/tracerblue color24 gTracerColors[] = { { 255, 255, 255 }, // White { 255, 0, 0 }, // Red { 0, 255, 0 }, // Green { 0, 0, 255 }, // Blue { 0, 0, 0 }, // Tracer default, filled in from cvars, etc. { 255, 167, 17 }, // Yellow-orange sparks { 255, 130, 90 }, // Yellowish streaks (garg) { 55, 60, 144 }, // Blue egon streak { 255, 130, 90 }, // More Yellowish streaks (garg) { 255, 140, 90 }, // More Yellowish streaks (garg) { 200, 130, 90 }, // More red streaks (garg) { 255, 120, 70 }, // Darker red streaks (garg) };
7: TE_LIGHTNING
Simplified options for TE_BEAMPOINTS - Lightning effect.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
Pos | X Y Z (coords) | Origin of primary entity, or 0 0 0 | Starting point of the lightning |
End | X Y Z (coords) | Origin of secondary entity, or 0 0 0 | Ending point of the lightning |
Life | 0-255 | 50 | The length of time the lightning shall remain, in 0.1s (50 = 5 seconds) |
Width | 0-255 | 10 | The width of the lightning in 0.1s |
Noise | 0-255 | 10 | The noise amplitude of the lightning, this controls how much it distorts, again in 0.1s |
Sprite | sprite path | "sprites/laserbeam.spr" | The sprite to use in the lightning |
Format
#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_LIGHTNING) write_coord() // start position write_coord() write_coord() write_coord() // end position write_coord() write_coord() write_byte() // life in 0.1's write_byte() // width in 0.1's write_byte() // amplitude in 0.01's write_short() // sprite model index message_end()
8: TE_BEAMENTS光束效果
创建一条光线从一个实体到另一个实体.
参数解释
参数 | 范围 | 默认 | 叙述 |
---|---|---|---|
起始实体 | entityid | 实体的ID值 | 发出光线的实体 |
终止实体 | entityid | 实体的ID值 | 光线的结束实体 |
Sprite | SPR文件路径 | "sprites/laserbeam.spr" | 光线所用到的SPR文件 |
起始帧 | 0-255 | 0 | 开始播放的帧数,一般填0即可 |
帧率 | 0-255 | 0 | 每0.1s秒执行多少帧, (10 = 1 fps) |
Life | 0-255 | 50 | 每一帧持续的时间, (50 = 5 seconds) |
宽度 | 0-255 | 10 | 光线宽度 |
抖动率 | 0-255 | 10 | 这个参数决定0.1秒内的抖动频率 |
颜色饱和度 | R G B | 255 255 255 | 这个参数决定SPR的RGB颜色饱和度 |
通透度 | 0-255 | 127 | SPR文件的通透度,可以当作Alpha透明度来处理 |
传输速度 | 0-255 | 0 | 就是光线怎么"动"过去什么的, in 0.1s (??) |
Format
#define TE_BEAMENTS 8 // Create a beam between two entities message_begin(MSG_ ,SVC_TEMPENTITY) write_byte(TE_BEAMENTS) write_short() // start entity write_short() // end entity write_short() // sprite index write_byte() // starting frame write_byte() // frame rate in 0.1's write_byte() // life in 0.1's write_byte() // line width in 0.1's write_byte() // noise amplitude in 0.01's write_byte() // red write_byte() // green write_byte() // blue write_byte() // brightness write_byte() // scroll speed in 0.1's message_end()
别着急,会全部翻译好的!这需要时间
Translation:lein --Lein (talk) 02:05, 9 November 2013 (CST)