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OverviewAn Archetype Entity is based on a regular Entity and specifies individual parameter values for that Entity. If the value of an Archetype parameter is changed, all instances of that Archetype in the scene will be updated automatically. Archetype Entities are organized in libraries which can be created in The DataBase View. So technical level designers can predefine variations of Entity classes as Archetype Entities that can be used throughout the whole game. For global changes affecting all instances, the Archetype Entity just needs to be changed once in the Database View.
Placing Archetype EntitiesArchetype Entities can be accessed by using RollUpBar -> Objects -> Archetype Entity or alternatively, they can be dragged directly from the DataBase View. The browser window in the RollUpBar shows all the Archetype Entity libraries that are currently loaded for the level. Navigate these libraries by clicking once. Drag the individual Archetype Entities to the level to place them. Filter of Archetype Entity BrowserThis filter specifies a search string for the currently loaded Archetype library. All libraries containing Archetype Entities appropriate for the search string will be shown upon pressing the Reload button. Also, the Reload button can be used to update any recently altered archetype library files. Archetype Entity Object PropertiesOnce you have placed an Archetype Entity in the level, select it to view its properties. EntityArchetype ParamsEntityArchetype Params are a basic set of parameters shared by all Archetype Entities.
EntityArchetype Properties2Below is an example of the EntityArchetype Properties2 dialog box. This dialog box contains a selection of properties from the Entity type, allowing you to edit the Archetype Entities on a case by case basis. The example below shows the properties2 set for an AI entity: Creating Archetype Entity LibrariesArchetype Entity Libraries can be created and configured in the The DataBase View. Difference between Archetype settings and script defaultsEvery highlighted property in the database view has actually a different value than the script default. Revert to Script DefaultsTo revert the Archetype setting back to the actual script default value you can right click on a property and choose Revert to Script Default. Checking the Script Default valueIt is possible to check the default value in the entities script by hovering over the property. Toolbar
Item Toolbar
Standard Toolbar
Library ListerThe library lister organizes all the Archetype entities of the currently selected library, by group; browse through the groups in a similar manner to as is done in the standard Windows Explorer. Class Properties WindowThe Class Properties window displays all the values that are defined in the entity scripts. These scripts are created by programmers. Objects ParametersThe window holds general object parameters, which exist in all the Archetype entities. They are independent of the separate entity scripts. Model PreviewThis option shows the selected Archetype entity in a special, perspective, model preview window.
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原型实体异形实体以常规实体为基础,为该实体指定独立的参数值。如果更改了异形实体的参数值,则场景中该异形实体的所有实例将自动更新。异形实体被安排在数据库视图中创建的库中。 所以技术关卡设计者可以将实体类别的变体预先定义为能够在整个游戏中使用的异形实体。对于会影响所有实例的全局更改,只需要在“数据库视图”中更改一次异形实体即可。 放置原型实体通过使用 [ RollUp 栏|The RollUpBar](对象 -> 异形实体)可以访问异形实体,也可以直接从“数据库视图”中拖动。 在 RollUp 栏的浏览器窗口,显示了当前为关卡所加载的所有异形实体库。
通过单击可对这些库进行导航,可将独立的异形实体拖至关卡进行放置。 原型实体浏览器的过滤器此过滤器为当前已加载的异形库指定搜索字符串,一旦按“重新加载”按钮,则将显示出包含符合搜索字符串的所有异形实体库。同样地,还可以使用“重新加载”按钮更新任何一个近期更改的异形库文件。 原型实体对象属性一旦将异形实体放置在关卡中,则选中它并查看其属性。 异形实体参数异形实体参数是所有异形实体共享的参数的基本设置。
实体异形属性 2下面是关于示例实体异形属性 2 的对话框。此对话框包含来自于实体类型属性的选择,您可以根据实际情况编辑异形实体。示例显示的是对 AI 实体进行的属性 2 的设置。
创建异形实体库可以在“数据库视图”中创建和配置异形实体库。
异形设置和脚本默认值的区别在数据库视图中每个突出显示的属性实际上有不同于脚本默认值的数值。
恢复为脚本默认值若要将异形设置恢复为实际脚本的默认值,您可以右击属性然后选择*恢复为脚本默认值*。
检查脚本默认值可以通过悬停在属性上检查实体的默认值。
工具栏
道具工具栏
标准工具栏
库制表人库制表人按组将所有当前已选库的异形实体组织起来,以相似的方式通过组浏览,正如在标准 Windows Explorer 中所做的一样。 类别属性窗口“类别属性”窗口显示了实体脚本中定义的所有值。 这些脚本是程序员创建的。 对象参数窗口中暂存了一些常规对象参数,这些参数存在于所有异形实体中,它们不依赖于单独的实体脚本。 模块预览此选项显示了在特殊透视模块预览窗口中选择的异形实体。
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