守望先鋒地圖工坊更新說明

nga玩家社區 發佈 2020-02-05T23:10:58+00:00

Whenin doubt, each action has a detailed tool tip explaining how it is used. 當感到疑惑時,每個動作都有一個詳細的提示來解釋它是如何使用的。


翻譯:YSRSSS

WORKSHOP UPDATES

工坊更新:

New Workshop Features

全新工坊特性:

Custom Game Maps:

新的自定義地圖

Workshop Chamber

工坊工作室??

Workshop Island

工坊之島?

Workshop Expanse

工坊空曠區域??

Script Diagnostics Panel

腳本診斷面板

Subroutines

子程序

Developer Comment:

開發者評論:

We』ve added the ability for rules to call subroutines (which are rules with a Subroutine event type) using the new Call Subroutine action.

我們給規則增加了使用新的"調用子程序(Call Subroutine)"動作調用子程序的能力(也就是具有"子程序事件(Subroutine event)"的規則)

When a subroutine is called, execution is temporarily shifted to another rule while keeping contextual values such as Event Player, Attacker, and Victim the same.

調用子程序時,程序執行將臨時轉移到另一個規則,同時保持事件玩家、攻擊者和受害者等上下文值不變。

When the subroutine rule finishes or aborts, the original rule picks up where it left off. Subroutines may call other subroutines or even themselves, though we enforce a maximum depth of 1024 calls.

當子程序規則完成或中止時,原始規則將從它停止的地方繼續執行。子程序可以調用其他子程序,甚至可以調用自身,不過我們限制了最大調用深度為1024。

Waits are allowed in subroutines, and if such a Wait is ever interrupted (and the interruption isn』t being ignored by the Wait), the entire call stack is aborted, and the original rule is restarted or aborted.

在子程序中允許使用"等待(Wait)",如果這樣的"等待(Wait)"被中斷(並且中斷不會因等待而忽略),則整個調用堆棧被中止,原始規則被重新啟動或中止。

Subroutine rules may also be started in parallel using the Start Rule action.

子程序規則也可以使用"開始執行規則(Start Rule)"這個動作(Action)來並行啟動。

Unlike with the Call Subroutine action, the original rule continues execution immediately, and the subroutine rule executes on its own some time later (either on the same frame if below the original rule or on the next frame if above).

與調用子程序操作不同,原始規則將繼續執行,並且子程序規則將在一段時間後自行執行(如果低於原始規則,則在同一幀上執行,如果高於原始規則,則在下一幀上執行)。(說實話這一部分我看得有點迷糊)

As with Call Subroutine, contextual values such as Event Player, Attacker, and Victim are copied over to the subroutine rule.

與調用子程序一樣,事件玩家、攻擊者和受害者等上下文值將複製到子程序規則中。

Subroutine names can be added and modified using a new button at the top of the editor.

可以使用編輯器頂部的新按鈕添加和修改子程序名稱。

New Workshop Actions

新的工坊"動作(Actions)"

Start Healing Modification

開始治療調整

Stop Healing Modification

停止治療調整

Stop All Healing Modifications

停止所有治療調整

Enable Inspector Recording

啟用查看器記錄

Disable Inspector Recording

禁用查看器記錄

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這一部分是個人就能看懂吧

If

Else If

Else

While

End

------------------

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看起來像是疊代變量

For Global Variable

For Player Variable

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Call Subroutine

調用子程序

Start Rule

開始執行規則

Developer Comments:

開發者評論

To make writing logic easier, we』ve added several new flow control actions (If, Else If, Else, While, End, For Global Variable, and For Player Variable).

為了簡化邏輯的編寫,我們添加了幾個新的流程控制動作(If、Else If、Else、While、End、For Global Variable和For Player Variable)。

These actions are optimized to cause minimal server load.

這些經過優化的動作將使伺服器負載最小化

When using them, the editor will indent to show where sections of logic start and stop.

使用它們時,編輯器將以縮進的方式顯示邏輯部分的開始和停止位置。

To conclude such an indented section, use the End action.

要結束這樣的縮進部分,請使用"結束(End)"動作。

When in doubt, each action has a detailed tool tip explaining how it is used.

當感到疑惑時,每個動作都有一個詳細的提示來解釋它是如何使用的。

These tool tips can be displayed by hovering over the action name or by pressing the appropriate controller button.

這些提示可以通過將滑鼠懸停在動作名稱上或按相應的控制器按鈕來顯示。

The Enable and Disable Inspector Recording actions offer two benefits: First, they allow selective debugging of only those sections of a script that you need to study.

"啟用/禁用查看器記錄"動作 有兩個好處:第一,它們只允許對需要研究的腳本部分進行選擇性調試。

Second, disabling recording can reduce server load, especially when setting or modifying arrays.

其次,禁用錄製可以減少伺服器負載,特別是在賦值或修改數組時。

New Workshop Values

新的工坊"值(Values)"

Event Was Health Pack

事件是否是血包?

Last Healing Modification ID

上一個治療調整ID

Workshop Updates

工坊更新:

Action and Condition Comments

動作和條件可以添加注釋了

Melee and Reload Button Options

近戰和換彈按鈕選項

Added Sort Order Reevaluation Options for Create HUD Text

增加了創建HUD時可以將排序重新賦值

The Skip and Skip If actions now accept 0 for the number of actions to skip (so they just go on to the next action)

"跳過(Skip)"和"根據條件跳過(Skip If)"動作現在可以跳過0個動作了(它們會直接執行下一個動作)

A Wait action is no longer required before a Loop

循環不再需要"等待(Wait)"動作

Straightened Beam Effects

直的光束效果

Set Status/Clear Status behavior merged with gameplay stuns (e.g. Clear Status can now clear a freeze that was caused by gameplay, not just a freeze set via Workshop itself)

設置狀態 / 清除狀態 的行為將與遊戲(Gameplay)中的合併(例如,清除狀態現在可以清除由遊戲性引起的凍結,而不僅僅是通過工坊本身設置的凍結)

Custom Game settings now support Copy-Paste

自定義遊戲設置現在支持複製粘貼

Workshop Optimizations

工坊優化

-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​-​

都是已有的動作,看起來是把它們優化了

Set Global Variable

Set Player Variable

Modify Global Variable

Modify Player Variable

Set Global Variable At Index

Set Player Variable At Index

Modify Global Variable At Index

Modify Player Variable At Index

Loop

Loop If

Abort

Abort If

Skip

Skip If

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Developer Comment:

開發者評論:

Variable manipulation and flow control actions previously caused high server load, so we spent some time making them more lightweight.

變量操作和流程控制以前會導致高伺服器負載,因此我們花了一些時間使它們更輕量級。

When combined with the new Disable Inspector Recording action, these changes may result in significant reduction in server load for Workshop modes that rely on heavy variable logic, particularly those that manipulate arrays.

當與新的 "禁用查看器記錄(Disable Inspector Recording)"動作相結合時,這些更改可能會顯著降低工坊模式的伺服器負載,這些模式依賴於大量的變量邏輯,特別是那些操縱數組的模式。

In light of these changes, we』re removing the restriction that requires a Wait action before a Loop, though be advised that excessive looping in a single frame can still cause server load issues, especially when using actions other than those listed above.

根據這些變化,我們正在移除在循環之前需要一個 "等待(Wait)" 動作的限制,不過需要注意的是,單幀中過多的循環仍然會導致伺服器負載問題,尤其是在使用上面列出的操作之外的操作時。

Note that setting or modifying multiple player variables with a single action (by providing an array of players) is not optimized, nor is setting or modifying a variable that is ever used by a Chase action.

請注意,使用一個動作來賦值或修改多個玩家的變量在(當你給該動作提供的是一個玩家數組)沒有優化,也不會賦值或修改"追蹤(Chase)"動作曾經使用過的變量。

Finally, keep in mind that some values (such as the Ray Cast values) can cause quite a bit of server load on their own, even if using the optimized actions above.

最後,請記住,即使使用上面優化的操作,某些"值(Values)"(如"射線系列(Ray Cast)"值)本身也可能導致相當大的伺服器負載。


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