📄 sin.def
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("swim_alert1","swim_alert1")
("swim_walk1","swim_walk1")
("swim_run1","swim_run1")
);
default("anim","swim_idle1");
default("model","fish_green.def");
default("scale","1.0");
}
Fish - Green Tropical
*/
/*QUAKED Animals_TropicalFish_Yellow (1 0.5 0) (-8 -8 0) (8 8 24)
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("swim_idle1","swim_idle1")
("swim_twitch1","swim_twitch1")
("swim_alert1","swim_alert1")
("swim_walk1","swim_walk1")
("swim_run1","swim_run1")
);
default("anim","swim_idle1");
default("model","fish_yellow.def");
default("scale","1.0");
}
Fish - Yellow Tropical
*/
/*QUAKED world_usflag (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
US Flag-Animated
*/
/*QUAKED Armor_FlakJacket (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
);
default("anim","idle");
default("model","flakjack.def");
default("scale","1.0");
}
Flak Jacket
*/
/*QUAKED Armor_FlakPants (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
);
default("anim","idle");
default("model","flakpants.def");
default("scale","1.0");
}
Flak Pants
*/
/*QUAKED plant_flower (0.1 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Flower-Purple Plummage
*/
/*QUAKED deskitems_folder1 (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","folder1.def");
default("scale","1.0");
}
Desk Folder #1
*/
/*QUAKED deskitems_folder2 (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","folder2.def");
default("scale","1.0");
}
Desk Folder #2
*/
/*QUAKED Monster_ConstructForeman (1 0.5 0) (-8 -12 0) (8 12 80)
{
choice "anim"
(
("twitch2","twitch2")
("push1","push1")
("twitch3","twitch3")
("run1","run1")
("walk1","walk1")
("attack1","attack1")
("attack2","attack2")
("attack3","attack3")
("attack4","attack4")
("idle1","idle1")
("sitting","sitting")
("getup","getup")
("handitem","handitem")
);
default("anim","idle1");
default("model","foreman.def");
default("scale","1.0");
}
Construction Foreman
*/
/*QUAKED Neutral_OilRigForeman (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("walk1","walk1")
("idle1","idle1")
("run1","run1")
("work1","work1")
("sitting","sitting")
("type","type")
("point","point")
);
default("anim","idle1");
default("model","foreman_oilrig.def");
default("scale","1.0");
}
Oilrig Foreman
*/
/*QUAKED Monster_WarehouseForeman (1 0.5 0) (-8 -12 0) (8 12 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("idle1","idle1")
);
default("anim","idle1");
default("model","foreman_warehouse.def");
default("scale","1.0");
}
Warehouse Foreman - Civilian Male
*/
/*QUAKED vehicles_forklift (1 0.3 1) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
{
choice "anim"
(
("idle1","idle1")
);
default("anim","idle1");
default("model","forklift.def");
default("scale","1.0");
}
Forklift
*/
/*QUAKED fx_sprite (0.3 1 0.3) (-8 -8 -8) (8 8 8) AUTOANIM TRACETOSURF
"sprite" Sets the sprite file ( Default none )
"angles" Sets the orientation ( Default none )
"frame" Frame of the sprite to dispay ( Default is 0 )
"scale" Scale of the sprite ( Default is 1.0 )
"alpha" Alpha of the sprite ( Default is 1.0 )
"color" Color to modulate ( Default is none )
AUTOANIM - Auto animate this sprite
TRACETOSURF - Trace to surface and apply sprite on surface
*/
/*QUAKED weapon_assaultrifle (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "anim"
(
("idle1","idle1")
);
default("anim","idle1");
default("model","genbullet.def");
default("scale","1.0");
}
Assault Rifle - World Model
*/
/*QUAKED gib_gib1 (0.5 0.3 0.3) (-8 -8 -8) (8 8 8)
Gib1
*/
/*QUAKED gib_gib2 (0.5 0.3 0.3) (-8 -8 -8) (8 8 8)
Gib2
*/
/*QUAKED gib_Arm (0.5 0.3 0.3) (-8 -8 -8) (8 8 8)
Arm Gib
*/
/*QUAKED gib_Head (0.5 0.3 0.3) (-8 -8 -8) (8 8 8)
Head Gib
*/
/*QUAKED gib_Leg (0.5 0.3 0.3) (-8 -8 -8) (8 8 8)
Leg Gib
*/
/*QUAKED gib_Rib (0.5 0.3 0.3) (-8 -8 -8) (8 8 8)
Rib Gib
*/
/*QUAKED gib_torso (0.5 0.3 0.3) (-8 -8 -8) (8 8 8)
Torso Gib
*/
/*QUAKED items_glasses (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Glasses
*/
/*QUAKED Inventory_GlowStick (0.3 0.3 1) (-4 -4 0) (4 4 4) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
("pose","pose")
);
default("anim","idle");
default("model","glowstick.def");
default("scale","1.0");
}
Greeeeeeen Glowstick
*/
/*QUAKED Projectile_Grenade (0.3 0.3 1) (-8 -8 -8) (8 8 8)
{
choice "anim"
(
("idle","idle")
("smoke","smoke")
);
default("anim","idle");
default("model","grenade.def");
default("scale","1.0");
}
Grenade
*/
/*QUAKED Monster_Grunt_AssaultRifle (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","grunt_ass.def");
default("scale","1.0");
}
Grunt with Assault Rifle
*/
/*QUAKED Monster_Grunt_GrenadeLauncher (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("readyfire","readyfire")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","grunt_gren.def");
default("scale","1.0");
}
Grunt with Grenade Launcher
*/
/*QUAKED Monster_Grunt_ChainGun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("readyfire","readyfire")
("fire","fire")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","grunt_hv.def");
default("scale","1.0");
}
Grunt with Chain Gun
*/
/*QUAKED Monster_LowGrunt_RocketLauncher (1 0.5 0) (-8 -8 -8) (8 8 8)
{
choice "anim"
(
("walk1","walk1")
("run1","run1")
("movefire1","movefire1")
("salute1","salute1")
("fire1","fire1")
("idle1","idle1")
("idle2","idle2")
("idle3","idle3")
);
default("anim","idle1");
default("model","grunt_low_rckt.def");
default("scale","1.0");
}
Low Poly Grunt with Rocket Launcher
*/
/*QUAKED Monster_Grunt_Magnum (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("sitting1","sitting1")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","grunt_mag.def");
default("scale","1.0");
}
Grunt with Magnum
*/
/*QUAKED Monster_Grunt_NoWeapon (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("landl","landl")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
("standstiff1","standstiff1")
("standstiff2","standstiff2")
);
default("anim","idle");
default("model","grunt_none.def");
default("scale","1.0");
}
Grunt with No Weapon
*/
/*QUAKED Monster_Grunt_RocketLauncher (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","grunt_rckt.def");
default("scale","1.0");
}
Grunt with Rocket Launcher
*/
/*QUAKED Monster_Grunt_Shotgun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","grunt_shtg.def");
default("scale","1.0");
}
Grunt with Shotgun
*/
/*QUAKED Monster_GruntCapt_AssaultRifle (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
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