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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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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","gruntcapt_ass.def");
default("scale","1.0");
}
Grunt Captain with Assault Rifle
*/

/*QUAKED Monster_GruntCapt_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","gruntcapt_gren.def");
default("scale","1.0");
}
Grunt Captain with Grenade Launcher
*/

/*QUAKED Monster_GruntCapt_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")
  ("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","gruntcapt_hv.def");
default("scale","1.0");
}
Grunt Captain with Chain Gun
*/

/*QUAKED Monster_GruntCapt_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")
  ("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","gruntcapt_mag.def");
default("scale","1.0");
}
Grunt Captain with Magnum
*/

/*QUAKED Monster_GruntCapt_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")
  ("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")
  ("standstiff1","standstiff1")
  ("standstiff2","standstiff2")
 );
default("anim","idle");
default("model","gruntcapt_none.def");
default("scale","1.0");
}
Grunt Captain with No Weapon
*/

/*QUAKED Monster_GruntCapt_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","gruntcapt_rckt.def");
default("scale","1.0");
}
Grunt Captain with Rocket Launcher
*/

/*QUAKED Monster_GruntCapt_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","gruntcapt_shtg.def");
default("scale","1.0");
}
Grunt Captain with Shotgun
*/

/*QUAKED Monster_Guerilla_AssaultRifle (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("aim1","aim1")
  ("alert","alert")
  ("idle1","idle1")
  ("twitch1","twitch1")
  ("walk1","walk1")
  ("run1","run1")
  ("fire1","fire1")
  ("jump1","jump1")
  ("land1","land1")
  ("melee1","melee1")
  ("melee2","melee2")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("runfire1","runfire1")
  ("crouch_down","crouch_down")
  ("crouch_idle1","crouch_idle1")
  ("crouch_pain1","crouch_pain1")
  ("crouch_pain2","crouch_pain2")
  ("crouch_death1","crouch_death1")
  ("crouch_death2","crouch_death2")
  ("crouch_death3","crouch_death3")
  ("use1","use1")
  ("open1","open1")
  ("punch1","punch1")
  ("kick1","kick1")
  ("sitting","sitting")
  ("repel1","repel1")
 );
default("anim","idle1");
default("model","guerilla_ass.def");
default("scale","1.0");
}
Guerilla Soldier with Assault Rifle
*/

/*QUAKED Monster_Guerilla_ChainGun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("aim1","aim1")
  ("alert","alert")
  ("idle1","idle1")
  ("twitch1","twitch1")
  ("walk1","walk1")
  ("run1","run1")
  ("fire1","fire1")
  ("jump1","jump1")
  ("land1","land1")
  ("melee1","melee1")
  ("melee2","melee2")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("runfire1","runfire1")
  ("crouch_down","crouch_down")
  ("crouch_idle1","crouch_idle1")
  ("crouch_pain1","crouch_pain1")
  ("crouch_pain2","crouch_pain2")
  ("crouch_death1","crouch_death1")
  ("crouch_death2","crouch_death2")
  ("crouch_death3","crouch_death3")
  ("use1","use1")
  ("open1","open1")
  ("punch1","punch1")
  ("kick1","kick1")
  ("sitting","sitting")
  ("repel1","repel1")
 );
default("anim","idle1");
default("model","guerilla_hv.def");
default("scale","1.0");
}
Guerilla Soldier with a Chain Gun
*/

/*QUAKED Monster_Guerilla_Magnum (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("aim1","aim1")
  ("alert","alert")
  ("idle1","idle1")
  ("walk1","walk1")
  ("run1","run1")
  ("fire1","fire1")
  ("jump1","jump1")
  ("land1","land1")
  ("readyfire","readyfire")
  ("melee1","melee1")
  ("melee2","melee2")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("runfire1","runfire1")
  ("crouch_down","crouch_down")
  ("crouch_idle1","crouch_idle1")
  ("crouch_pain1","crouch_pain1")
  ("crouch_pain2","crouch_pain2")
  ("crouch_death1","crouch_death1")
  ("crouch_death2","crouch_death2")
  ("crouch_death3","crouch_death3")
  ("use1","use1")
  ("open1","open1")
  ("punch1","punch1")
  ("kick1","kick1")
  ("sitting","sitting")
  ("repel1","repel1")
 );
default("anim","idle1");
default("model","guerilla_mag.def");
default("scale","1.0");
}
Guerilla Soldier with Magnum
*/

/*QUAKED Monster_Guerilla_NoWeapon (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("aim1","aim1")
  ("alert","alert")
  ("idle1","idle1")
  ("twitch1","twitch1")
  ("walk1","walk1")
  ("run1","run1")
  ("fire1","fire1")
  ("jump1","jump1")
  ("land1","land1")
  ("melee1","melee1")
  ("melee2","melee2")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("runfire1","runfire1")
  ("crouch_down","crouch_down")
  ("crouch_idle1","crouch_idle1")
  ("crouch_pain1","crouch_pain1")
  ("crouch_pain2","crouch_pain2")
  ("crouch_death1","crouch_death1")
  ("crouch_death2","crouch_death2")
  ("crouch_death3","crouch_death3")
  ("use1","use1")
  ("open1","open1")
  ("punch1","punch1")
  ("kick1","kick1")
  ("sitting","sitting")
  ("repel1","repel1")
  ("holdbladeleft","holdbladeleft")
  ("holdbladeright","holdbladeright")
 );
default("anim","idle1");
default("model","guerilla_none.def");
default("scale","1.0");
}
Guerilla Soldier with No Weapon
*/

/*QUAKED Monster_Guerilla_RocketLauncher (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("aim1","aim1")
  ("alert","alert")
  ("idle1","idle1")
  ("twitch1","twitch1")
  ("walk1","walk1")
  ("run1","run1")
  ("fire1","fire1")
  ("jump1","jump1")
  ("land1","land1")
  ("melee1","melee1")
  ("melee2","melee2")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("runfire1","runfire1")
  ("crouch_down","crouch_down")
  ("crouch_idle1","crouch_idle1")
  ("crouch_pain1","crouch_pain1")
  ("crouch_pain2","crouch_pain2")
  ("crouch_death1","crouch_death1")
  ("crouch_death2","crouch_death2")
  ("crouch_death3","crouch_death3")
  ("use1","use1")
  ("open1","open1")
  ("punch1","punch1")
  ("kick1","kick1")
  ("sitting","sitting")
  ("repel1","repel1")
 );
default("anim","idle1");
default("model","guerilla_rckt.def");
default("scale","1.0");
}
Guerilla Soldier with Rocket Launcher
*/

/*QUAKED Monster_Guerilla_Shotgun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
 (
  ("normal","normal")
  ("damage","damage")
 );
choice "anim"
 (
  ("aim1","aim1")
  ("alert","alert")
  ("idle1","idle1")
  ("twitch1","twitch1")
  ("walk1","walk1")
  ("run1","run1")
  ("fire1","fire1")
  ("jump1","jump1")
  ("land1","land1")
  ("melee1","melee1")
  ("melee2","melee2")
  ("gibdeath_upper","gibdeath_upper")
  ("gibdeath_lower","gibdeath_lower")
  ("runfire1","runfire1")
  ("crouch_down","crouch_down")
  ("crouch_idle1","crouch_idle1")
  ("crouch_pain1","crouch_pain1")
  ("crouch_pain2","crouch_pain2")
  ("crouch_death1","crouch_death1")
  ("crouch_death2","crouch_death2")
  ("crouch_death3","crouch_death3")
  ("use1","use1")
  ("open1","open1")
  ("punch1","punch1")
  ("kick1","kick1")
  ("sitting","sitting")
  ("repel1","repel1")
 );
default("anim","idle1");
default("model","guerilla_shtg.def");
default("scale","1.0");
}
Guerilla Soldier with Shotgun
*/

/*QUAKED items_hammer1 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Large Sledgehammer
*/

/*QUAKED items_hammer2 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hammer-Small ballpinned
*/

/*QUAKED Inventory_Hand (0.3 1 0.3) (-8 -8 0) (8 8 16) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
 (
  ("normal","normal")
 );
choice "anim"
 (
  ("idle","idle")
  ("pose","pose")
 );
default("anim","idle");
default("model","hand.def");
default("scale","1.0");
}
Hand
*/

/*QUAKED items_hanglite1_on (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging light fixture
Wire with Light Bulb (White & Red)
*/

/*QUAKED items_hanglite1_off (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging light fixture Off
Wire with Light Bulb
*/

/*QUAKED items_hanglite2_on (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging light fixture
Wire hanging down with square hooded light
*/

/*QUAKED items_hanglite2_off (0.3 1 0.3) (-8 -8 -8) (8 8 8) N

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