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报告翻译问题
Lock entity that locks or unlocks map doors upon loading save, a physical padlock entity that attaches to doors and can be broken off by damaging it, or a code-input entity that must have the correct code inputted to unlock a door.
The lock entity could also be used for wire entities, with the ability to control the lock state of a door, etc.
Teleporter entities. Generic teleporting zone that can transport players / entities / npcs from an entrance point to an exit point, and options such as choosing what can go in (players only, entities only, etc.) and if the teleporter is one-way.
NPC keyvalues and flags entity that changes selected NPC's flags and keyvalues on save load:
A save maker may want to spawn some zombies in a room, but don't want the zombies to make noise otherwise the players will expect to see zombies once they open the door.
Using the "flag entity", the save creator can select all zombies within the room using the entity and give all selected zombies the "Gag" flag, which will prevent the zombies from creating idle noises until they are angry.
Same goes for "KeyValues": A save creator wants the player to fight some combine soldiers in a building, but they don't want certain combine soldiers to throw grenades or a very limited amount. Using the "keyvalue entity" and selecting said combine soldiers, the save creator can prevent grenade throwing by changing the "NumGrenades" keyvalue to 0. And many more values and flags that can be edited on any selected entity/npc using these flag/keyvalue entites.
Trigger entities. An entity that can be resized to fill up an area, and acts like trigger brushes from the Hammer editor. It can be set to trigger by selected targets, npcs, players, or entities, as well being able to set it to trigger once or multiple times.
The trigger entity should also be capable of being linked up with other campaign entities, being able to enable or disable entities, and control other aspects of entities such as starting an assault only if the player has entered a trigger entity or turning off a spawner.
I'll post some more suggestions if anything else comes to my mind. please consider these in the meanwhile!
1. Combine ball oscillation generator (aka the energy ball generators that power the forcefields in hl2)
2. Combine ball catcher (aka the ep1 energy ball catchers)
3. Combine dark energy mortar (toggle between needing to be powered by a energy ball generator)
4. Have it so the generators can power stuff toggleable in the context menu options
https://www.youtube.com/watch?v=8jQGc2w9WzU
Couldn't get the physics right
Does the Thing Respawner's entity output not provide the foundation for this functionality?
Like what?
What problems are you facing, and what new inputs would solve these problems?