📄 sin.def
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(
("normal","normal")
);
choice "anim"
(
("idle1","idle1")
);
default("anim","idle1");
default("model","calendar1.def");
default("scale","1.0");
}
Calendar #1
*/
/*QUAKED deskitems_calendar2 (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","calendar2.def");
default("scale","1.0");
}
Calendar #2
*/
/*QUAKED deskitems_calendar3 (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","calendar3.def");
default("scale","1.0");
}
Calendar #3
*/
/*QUAKED func_securitycamera (1 0 0) (-8 -8 -8) (8 8 8) ORBIT START_ON PAN
Camera used for security etc.
Has visible model.
"target" points to the target to orbit or follow. If it points to a path, the camera will follow the path.
"distance" the distance to follow or orbit if the target is not a path. (default 128).
"speed" specifies how fast to move on the path or orbit. (default 1).
"fov" specifies fov of camera, default 90.
"yaw" specifies yaw of camera, default 0.
"height" specifies height of camera from origin, default 128.
"panspeed" speed at which to pan ( 7 degrees per second )
"panmax" maximum angle offset for panning ( 45 degrees )
"nextcamera" a link to the next camera in a chain of cameras
"overlay" an overlay to use while looking through the camera
"thread" a thread label that will be fired when the camera is looked through
ORBIT tells the camera to create a circular path around the object it points to. It the camera points to a path, it will loop when it gets to the end of the path.
START_ON causes the camera to be moving as soon as it is spawned.
PAN camera should pan from right to left
*/
/*QUAKED trap_camgun (1 0.3 0.3) (-8 -8 -8) (8 8 8)
{
choice "anim"
(
("down_idle","down_idle")
("up_idle","up_idle")
("lower","lower")
("raise","raise")
("fire","fire")
);
default("anim","down_idle");
default("model","camgun2.def");
default("scale","1.0");
}
Rotating security turret that tracks players.
"angle" - Defines the initial orientation of the camgun
"yawrange" - Defines the yaw boundary of the camgun
"pitchrange" - Defines the pitch boundary of the camgun
"wakeupdistance - Distance at which the camgun senses players (Default is 750)
"firingdistance - Distance at whicht the camgun will fire at a player (Default is 800)
"sightthread" - Thread to activate when turret sees a player
"sighttarget" - Target to activate when turret sees a player
"patience" - Amount of time the turret will continue to fire at a player when it can't see them
"lagtime" Amount of time between when the turret spotting the player and then actually firing
Make sure that wakeupdistance < firingdistance.
*/
/*QUAKED world_barrel (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Large Metal Trash Container
*/
/*QUAKED inventory_candybar (0.3 1 0.3) (-8 -8 0) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle1","idle1")
("pose","pose")
);
default("anim","idle1");
default("model","candybar.def");
default("scale","1.0");
}
Candy Bar
*/
/*QUAKED vehicles_car (1 0.3 1) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Street Cars - Five skins
*/
/*QUAKED Inventory_BlueCard (0 0.5 0.8) (-8 -4 0) (8 4 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
("pose","pose")
);
default("anim","idle");
default("model","card_blu.def");
default("scale","1.0");
}
Blue Security Card
*/
/*QUAKED Inventory_GreenCard (0 0.5 0.8) (-8 -4 0) (8 4 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
("pose","pose")
);
default("anim","idle");
default("model","card_grn.def");
default("scale","1.0");
}
Green Security Card
*/
/*QUAKED Inventory_OrangeCard (0 0.5 0.8) (-8 -4 0) (8 4 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
("pose","pose")
);
default("anim","idle");
default("model","card_orng.def");
default("scale","1.0");
}
Orange Security Card
*/
/*QUAKED Inventory_YellowCard (0 0.5 0.8) (-8 -4 0) (8 4 8) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
("pose","pose")
);
default("anim","idle");
default("model","card_yel.def");
default("scale","1.0");
}
Yellow Security Card
*/
/*QUAKED deskitems_playingcards (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Playing Cards
*/
/*QUAKED deskitems_cdrack (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
CD Rack
*/
/*QUAKED furniture_chair1 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Chair-Green-Small desk chair
*/
/*QUAKED furniture_chair2 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Chair-Black-Hightech office chair attached to gound
*/
/*QUAKED furniture_chair3 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Chair-Red-High back office chair
*/
/*QUAKED furniture_chairs_largered (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
High back office chair-Red
*/
/*QUAKED furniture_chairs_largeblack (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
High back office chair-Black
*/
/*QUAKED furniture_chairs_smallgreen (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Small desk chair-Green
*/
/*QUAKED furniture_chairs_smallblue (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Small desk chair-Blue
*/
/*QUAKED Neutral_ChemicalWorker (1 0.5 0) (-12 -12 0) (12 12 68)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("walk1","walk1")
("run","run")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("beg1","beg1")
("begdeath1","begdeath1")
("begdown1","begdown1")
("crawl1","crawl1")
("hiding1","hiding1")
("hiding2","hiding2")
("crouch_down","crouch_down")
("idlework1","idlework1")
("idlework2","idlework2")
("idlework3","idlework3")
("sit1","sit1")
("sitdeath1","sitdeath1")
("sitstand1","sitstand1")
("spray1","spray1")
);
default("anim","idlework1");
default("model","chem.def");
default("scale","1.0");
}
Chemical Plant Worker-Suited Up
*/
/*QUAKED Innocent_ChemFemale (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("idle","idle")
("twitch","twitch")
("walk","walk")
("run1","run1")
("run2","run2")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("crouch_end","crouch_end")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("hitalarm","hitalarm")
("sitidle1","sitidle1")
("sitidle2","sitidle2")
("movestuff1","movestuff1")
("movestuff2","movestuff2")
("hostage_idle1","hostage_idle1")
("hostage_idle2","hostage_idle2")
("hostage_death1","hostage_death1")
("hostage_death2","hostage_death2")
);
default("anim","idle");
default("model","chemfem.def");
default("scale","1.0");
}
Chem Plant Female
*/
/*QUAKED Inventory_ChemBioSuit (0.3 1 0.3) (-8 -8 0) (8 8 64) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
("pose","pose")
);
default("anim","idle");
default("model","chemsuit.def");
default("scale","1.0");
}
Chem Bio-Suit
*/
/*QUAKED cinematic_blade (1 0.5 0) (-8 -8 -8) (8 8 8)
{
choice "anim"
(
("hang","hang")
("takeitem","takeitem")
("standidle1","standidle1")
("standidle2","standidle2")
("motion1","motion1")
("sitting","sitting")
("sitting2","sitting2")
("standup","standup")
("turnhead","turnhead")
("stoplook","stoplook")
("sitshakehead","sitshakehead")
("sitnodhead","sitnodhead")
("stoplook_freeze","stoplook_freeze")
("typing","typing")
("heligun","heligun")
("driveboat","driveboat")
("driveboatlook","driveboatlook")
("drive1","drive1")
("crouch1","crouch1")
("uncrouch1","uncrouch1")
("crouch_idle1","crouch_idle1")
("crouch_1hand_idle1","crouch_1hand_idle1")
("crouch_hi2hand_idle1","crouch_hi2hand_idle1")
("crouch_lo2hand_idle1","crouch_lo2hand_idle1")
("crouch_walk1","crouch_walk1")
("crouch_1hand_walk1","crouch_1hand_walk1")
("crouch_hi2hand_walk1","crouch_hi2hand_walk1")
("crouch_lo2hand_walk1","crouch_lo2hand_walk1")
("crouch_run1","crouch_run1")
("crouch_1hand_run1","crouch_1hand_run1")
("crouch_hi2hand_run1","crouch_hi2hand_run1")
("crouch_lo2hand_run1","crouch_lo2hand_run1")
("idle1","idle1")
("1hand_idle1","1hand_idle1")
("1hand_idle2","1hand_idle2")
("1hand_idle3","1hand_idle3")
("hi2hand_idle1","hi2hand_idle1")
("lo2hand_idle1","lo2hand_idle1")
("run_fire1","run_fire1")
("fire1","fire1")
("fire2","fire2")
("run1","run1")
("walk1","walk1")
("swim1","swim1")
("frontflip","frontflip")
);
default("anim","idle1");
default("model","cine_blade.def");
default("scale","1.0");
}
Blade used for Cinematics
*/
/*QUAKED cinematic_elexis (1 0.5 0) (-8 -8 -8) (8 8 8)
{
choice "skin"
(
("bikini","bikini")
);
choice "anim"
(
("walk","walk")
("run","run")
("idle","idle")
("pose","pose")
("shower","shower")
);
default("anim","idle");
default("model","cine_elexis.def");
default("scale","1.0");
}
Elexis Sinclaire used for Cinematics
*/
/*QUAKED cinematic_jc (1 0.5 0) (-8 -8 -8) (8 8 8)
{
choice "anim"
(
("idle1","idle1")
("walk","walk")
("walk_1handed","walk_1handed")
("walk_2handed","walk_2handed")
("run","run")
("run_1handed","run_1handed")
("run_2handed","run_2handed")
("pose","pose")
("intro_idle.sam","intro_idle.sam")
("intro_idle_window.sam","intro_idle_window.sam")
("intro_sit_idle.sam","intro_sit_idle.sam")
("intro_sit_to_stand.sam","intro_sit_to_stand.sam")
("intro_walkover.sam","intro_walkover.sam")
("intro_wave.sam","intro_wave.sam")
("idle_leaning_on_desk.sam","idle_leaning_on_desk.sam")
("idle_standing_1handed_1.sam","idle_standing_1handed_1.sam")
("idle_standing_1handed_2.sam","idle_standing_1handed_2.sam")
("idle_standing_2handed_1.sam","idle_standing_2handed_1.sam")
("idle_standing_2handed_2.sam","idle_standing_2handed_2.sam")
);
default("anim","idle1");
default("model","cine_jc.def");
default("scale","1.0");
}
JC used for Cinematics
*/
/*QUAKED cinematic_mancini (1 0.5 0) (-4 -8 0) (4 8 72)
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("walk1","walk1")
("run1","run1")
("idle","idle")
);
default("anim","idle");
default("model","cine_mancini.def");
default("scale","1.0");
}
Mancini - Cinematics Version
*/
/*QUAKED cinematic_manumit (1 0.5 0) (-24 -24 0) (24 24 88)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("walk_attack1","walk_attack1")
("jump_attack1","jump_attack1")
("swim","swim")
("backflip1","backflip1")
("jump1","jump1")
("land1","land1")
("twitch1","twitch1")
("twitch2","twitch2")
("cine_pose","cine_pose")
("idle1","idle1")
("step_left","step_left")
("step_right","step_right")
("run1","run1")
("runsuper","runsuper")
("walk1","walk1")
("transform","transform")
("crouch1","crouch1")
("crouch_walk1","crouch_walk1")
("crouch_attack1","crouch_attack1")
("crouch_pain1","crouch_pain1")
("melee1","melee1")
("melee3","melee3")
("melee4","melee4")
("melee5","melee5")
("pickup","pickup")
("throw_aim","throw_aim")
("throw","throw")
("crouch_idle1","crouch_idle1")
("dead","dead")
("deadtwitch","deadtwitch")
("trans2idle","trans2idle")
("liedown","liedown")
("lookhands","lookhands")
);
default("anim","idle1");
default("model","cine_manumit.def");
default("scale","1.0");
}
Cinematic Manumit
*/
/*QUAKED cinematic_thug (1 0.5 0) (-8 -8 -8) (8 8 8)
{
choice "anim"
(
("throw1","throw1")
("throw2","throw2")
("push1","push1")
("talk1","talk1")
("talk2","talk2")
("laugh1","laugh1")
("laugh2","laugh2")
("idle1","idle1")
("idle2","idle2")
("run1","run1")
("walk1","walk1")
("jump1","jump1")
("use1","use1")
("open1","open1")
);
default("anim","idle1");
default("model","cine_thug.def");
default("scale","1.0");
}
Thug for Cinematic
*/
/*QUAKED plant_citytree (0.1 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
default("model","citytree.def");
default("scale","1.0");
}
Tree-Used in city-Large and leafy
SPECIAL CASE-Attach extra box around upper portion
*/
/*QUAKED Innocent_FemaleCivilian (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("idle","idle")
("twitch","twitch")
("walk","walk")
("run1","run1")
("run2","run2")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("crouch_end","crouch_end")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("hostage_idle1","hostage_idle1")
("hostage_idle2","hostage_idle2")
("hostage_death1","hostage_death1")
("hostage_death2","hostage_death2")
);
default("anim","idle");
default("model","civfemale.def");
default("scale","1.0");
}
Female Civilian
*/
/*QUAKED Innocent_MaleCivilian (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("idle","idle")
("walk","walk")
("run","run")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("crouch_end","crouch_end")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("sitdead","sitdead")
);
default("anim","idle");
default("model","civmale.def");
default("scale","1.0");
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