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📄 sin.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
📖 第 1 页 / 共 5 页
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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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