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📄 sin.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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/*
Quest entity set
File created by program copyright 1999, 1999 Alexander Malmberg
454 classes
*/

/*QUAKED Ammo_10mm (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
 );
default("anim","idle");
default("model","10mm.def");
default("scale","1.0");
}
Ammo Bullet Weapons - 10mm (Large)
*/

/*QUAKED Ammo_Magnum (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
 );
default("anim","idle");
default("model","357.def");
default("scale","1.0");
}
Ammo Bullet Weapons - Magnum (Small)
*/

/*QUAKED Ammo_50mm (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
 );
default("anim","idle");
default("model","50mm.def");
default("scale","1.0");
}
Ammo 50mm - HV Chain Gun
*/

/*QUAKED world_acduct (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Air Conditioning Duct
*/

/*QUAKED world_acvent (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Air Conditioner Vent
*/

/*QUAKED Powerup_Adrenaline (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
  ("pose","pose")
 );
default("anim","idle");
default("model","adren.def");
default("scale","1.0");
}
Adrenaline Boost - Temporary 200 Health
*/

/*QUAKED items_alarm (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
alarm
*/

/*QUAKED furniture_alter (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Rituals Sacrificial Stone Alter
*/

/*QUAKED weapon_assaultrifle (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle1","idle1")
 );
default("anim","idle1");
default("model","asrifle.def");
default("scale","1.0");
}
Assault Rifle - World Model
*/

/*QUAKED vehicles_atv (1 0.3 1) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "anim"
 (
  ("idle","idle")
  ("on","on")
 );
default("anim","idle");
default("model","atv.def");
default("scale","1.0");
}
ATV
*/

/*QUAKED vehicles_atv_backtire (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "anim"
 (
  ("idle","idle")
 );
default("anim","idle");
default("model","atvtire_back.def");
default("scale","1.0");
}
ATV Tire
*/

/*QUAKED vehicles_atv_fronttire (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "anim"
 (
  ("idle","idle")
 );
default("anim","idle");
default("model","atvtire_front.def");
default("scale","1.0");
}
ATV Tire
*/

/*QUAKED items_fireaxe (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Fireaxe
*/

/*QUAKED items_axepick (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Pickaxe
*/

/*QUAKED Monster_Bachrodai (1 0.5 0) (-16 -16 0) (16 16 88)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("idle1","idle1")
  ("melee1","melee1")
  ("melee2","melee2")
  ("melee3","melee3")
  ("melee4","melee4")
  ("twitch1","twitch1")
  ("walk1","walk1")
  ("run1","run1")
  ("block1","block1")
 );
default("anim","idle1");
default("model","bacrodai.def");
default("scale","1.0");
}
Bachrodai
*/

/*QUAKED items_bag (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Cement Bag
*/

/*QUAKED plant_banktree (0.1 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
default("model","banktree.def");
default("scale","1.0");
}
Small Potted Tree
SPECIAL CASE-Attach extra box around upper portion
*/

/*QUAKED Animals_Bat (1 0.5 0) (-16 -16 -18) (16 16 18)
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
  ("melee","melee")
  ("fly","fly")
 );
default("anim","idle");
default("model","bat.def");
default("scale","1.0");
}
Bat
*/

/*QUAKED Animals_BatLow (1 0.5 0) (-16 -16 -18) (16 16 18) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
  ("melee","melee")
  ("fly","fly")
 );
default("anim","idle");
default("model","batlow.def");
default("scale","1.0");
}
Bat Low-Poly
*/

/*QUAKED items_battery (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
default("model","battery.def");
default("scale","1.0");
}
*/

/*QUAKED deskitems_beaker (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Lab Beaker
*/

/*QUAKED fx_pulsebeam (0.3 0.3 1) (-8 -8 -8) (8 8 8)
Pulse Beam
*/

/*QUAKED fx_pulsebeam2 (0.3 0.3 1) (-8 -8 -8) (8 8 8)
Pulse Beam 2
*/

/*QUAKED Monster_Beecadrone (1 0.5 0) (-22 -22 -8) (22 22 8)
{
choice "anim"
 (
  ("idle1","idle1")
  ("fly1","fly1")
  ("fly_patrol1","fly_patrol1")
  ("fire1","fire1")
  ("melee1","melee1")
  ("step_left","step_left")
  ("step_right","step_right")
 );
default("anim","idle1");
default("model","bee.def");
default("scale","1.0");
}
Beecadrone
*/

/*QUAKED deskitems_beercan (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
SinTek Beercan
*/

/*QUAKED items_bellalarm (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
bell_alarm
*/

/*QUAKED items_belt (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Belt-Ammo or Backpack?
*/

/*QUAKED Projectile_Betty (1 0.3 0.3) (-8 -8 -8) (8 8 8)
{
choice "anim"
 (
  ("idle","idle")
  ("detonate","detonate")
 );
default("anim","idle");
default("model","betty.def");
default("scale","1.0");
}
Bouncing Betty Projectile.
*/

/*QUAKED Projectile_BettySpike (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "anim"
 (
  ("idle","idle")
 );
default("anim","idle");
default("model","bettyspike.def");
default("scale","1.0");
}
Spike projectile from Bouncing Betty
*/

/*QUAKED world_blockade (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Blockade Saw-Horse
*/

/*QUAKED inventory_blueprints (0.3 1 0.3) (-8 -8 0) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
  ("pose","pose")
 );
default("anim","idle");
default("model","blueprints.def");
default("scale","1.0");
}
Blueprints
*/

/*QUAKED deskitems_blueprints (1 0.5 0) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle1","idle1")
 );
default("anim","idle1");
default("model","blueprints_desk.def");
default("scale","1.0");
}
Blueprints
*/

/*QUAKED deskitems_book_closed (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Book-Closed
*/

/*QUAKED deskitems_book_closed2 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Book-Closed 2
*/

/*QUAKED deskitems_book_closed3 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Book-Closed 3
*/

/*QUAKED deskitems_book_closed4 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Book-Closed 4
*/

/*QUAKED deskitems_book_open (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Book-Opened
*/

/*QUAKED Boss_EonAndPeon (1 0.5 0) (-40 -40 0) (40 40 104)
{
choice "anim"
 (
  ("melee1","melee1")
  ("melee2","melee2")
  ("melee3","melee3")
  ("melee4","melee4")
  ("melee5","melee5")
  ("idle1","idle1")
  ("run1","run1")
  ("candy","candy")
  ("candyidle","candyidle")
  ("climb","climb")
  ("jump","jump")
  ("land","land")
  ("spew","spew")
 );
default("anim","idle1");
default("model","boss_peon.def");
default("scale","1.0");
}
Eon and Peon
*/

/*QUAKED world_boxfan (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Box Fan
*/

/*QUAKED items_briefcase (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
*/

/*QUAKED fx_bubbles (0.3 1 0.3) (-8 -8 -8) (8 8 8)
{
choice "anim"
 (
  ("off","off")
  ("idle","idle")
 );
default("anim","idle");
default("model","bubbles.def");
default("scale","1.0");
}
Bubble generator
*/

/*QUAKED items_bulb_on (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging Bulb
Light Bulb (White & Red)
*/

/*QUAKED items_bulb_off (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging Bulb Off
Light Bulb
*/

/*QUAKED vehicles_bulldozer (1 0.3 1) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "anim"
 (
  ("idle1","idle1")
 );
default("anim","idle1");
default("model","bulldozer.def");
default("scale","1.0");
}
Bulldozer
*/

/*QUAKED world_bullhorn (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
  ("pose","pose")
 );
default("anim","idle");
default("model","bullhorn.def");
default("scale","1.0");
}
Bull Horn
*/

/*QUAKED Innocent_Bum1 (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("walk1","walk1")
  ("run1","run1")
  ("idle1","idle1")
  ("twitch1","twitch1")
  ("crouch_down","crouch_down")
  ("crouch_idle","crouch_idle")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("warm1","warm1")
 );
default("anim","idle1");
default("model","bum.def");
default("scale","1.0");
}
Bum 1
*/

/*QUAKED Innocent_Bum2 (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("walk1","walk1")
  ("run1","run1")
  ("idle1","idle1")
  ("twitch1","twitch1")
  ("crouch_down","crouch_down")
  ("crouch_idle","crouch_idle")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("warm1","warm1")
 );
default("anim","idle1");
default("model","bum2.def");
default("scale","1.0");
}
Bum 2
*/

/*QUAKED Innocent_Bum2Sitting (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("walk1","walk1")
  ("run1","run1")
  ("idle1","idle1")
 );
default("anim","idle1");
default("model","bum2_sit.def");
default("scale","1.0");
}
Bum 2 - Sitting
*/

/*QUAKED Innocent_Bum2Sleeping (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("walk1","walk1")
  ("run1","run1")
  ("idle1","idle1")
 );
default("anim","idle1");
default("model","bum2_sleep.def");
default("scale","1.0");
}
Bum 2 - Sleeping
*/

/*QUAKED Innocent_Bum1Sitting (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("walk1","walk1")
  ("run1","run1")
  ("idle1","idle1")
 );
default("anim","idle1");
default("model","bum_sit.def");
default("scale","1.0");
}
Bum 1 - Sitting
*/

/*QUAKED Innocent_Bum1Sleeping (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("walk1","walk1")
  ("run1","run1")
  ("idle1","idle1")
 );
default("anim","idle1");
default("model","bum_sleep.def");
default("scale","1.0");
}
Bum 1 - Sleeping
*/

/*QUAKED deskitems_bunsenburner (0.3 1 0.3) (-8 -8 -8) (8 8 8)
*/

/*QUAKED furniture_cabinet (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Large Metal Storage Cabinet
*/

/*QUAKED deskitems_calendar1 (1 0.5 0) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"

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