📄 ctf.def
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/*
created by Tom McKeown, Brian Wilson, and Alexander Malmberg
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
:model=c:/Quake2/baseq2/players/male/tris.md2
potential spawning position for deathmatch games
*/
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The deathmatch intermission point will be at one of these
Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
*/
/*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 32)
:model=c:/Quake2/baseq2/players/male/tris.md2
Potential team1 (red) spawning position for ctf games
Only used for a players first spawn on a new level, so that the teams spawn in
their own base after a level change
*/
/*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 32)
:model=c:/Quake2/baseq2/players/male/tris.md2
Potential team2 (blue) spawning position for ctf games
Only used for a players first spawn on a new level, so that the teams spawn in
their own base after a level change
*/
/*QUAKED misc_ctf_banner (1 .5 0) (-4 -64 0) (4 64 248) TEAM2
:model=:models/ctf/banner/tris.md2
The origin is the bottom of the banner.
The banner is 248 tall.
Red by default, setting TEAM2 makes it blue.
*/
/*QUAKED misc_ctf_small_banner (1 .5 0) (-4 -32 0) (4 32 124) TEAM2
:model=:models/ctf/banner/small.md2
The origin is the bottom of the banner.
The banner is 124 tall.
Red by default, setting TEAM2 makes it blue.
*/
/*QUAKED trigger_teleport (0.5 0.5 0.5) ?
Players touching this will be teleported
Zoid reworked the teleport code for CTF. If in doubt which one to use
use this new one.
*/
/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-16 -16 -24) (16 16 32)
Point trigger_teleports at these.
*/
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction.
STOP mean it will stop moving instead of pushing entities
*/
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
1) silent
2) steam metal
3) wooden clunk
4) metallic click
5) in-out
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
TOGGLE wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds"
1) silent
2) light
3) medium
4) heavy
*/
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.
REVERSE will cause the door to rotate in the opposite direction.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"dmg" damage to inflict when blocked (2 default)
"sounds"
1) silent
2) light
3) medium
4) heavy
*/
/*QUAKED func_water (0 .5 .8) ? START_OPEN
func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
START_OPEN causes the water to move to its destination when spawned and operate in reverse.
"angle" determines the opening direction (up or down only)
"speed" movement speed (25 default)
"wait" wait before returning (-1 default, -1 = TOGGLE)
"lip" lip remaining at end of move (0 default)
"sounds" (yes, these need to be changed)
0) no sound
1) water
2) lava
*/
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
noise looping sound to play when the train is in motion
*/
/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
"delay" delay before first firing when turned on, default is 0
"pausetime" additional delay used only the very first time
and only if spawned with START_ON
These can used but not touched.
*/
/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed default 100
*/
/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door. Slide back and then to the side.
open_once doors never closes
1st_left 1st move is left of arrow
1st_down 1st move is down from arrow
always_shoot door is shootebale even if targeted
"angle" determines the direction
"dmg" damage to inflic when blocked (default 2)
"wait" how long to hold in the open position (default 5, -1 means hold)
*/
/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/armor/body/tris.md2
*/
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/armor/combat/tris.md2
*/
/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/armor/jacket/tris.md2
*/
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/armor/shard/tris.md2
*/
/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/armor/screen/tris.md2
*/
/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/armor/shield/tris.md2
*/
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_shotg/tris.md2
*/
/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_shotg2/tris.md2
*/
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_machn/tris.md2
*/
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_chain/tris.md2
*/
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/ammo/grenades/medium/tris.md2
*/
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_launch/tris.md2
*/
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_rocket/tris.md2
*/
/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_hyperb/tris.md2
*/
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_rail/tris.md2
*/
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/weapons/g_bfg/tris.md2
*/
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/ammo/shells/medium/tris.md2
*/
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/ammo/bullets/medium/tris.md2
*/
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/ammo/cells/medium/tris.md2
*/
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/ammo/rockets/medium/tris.md2
*/
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/ammo/slugs/medium/tris.md2
*/
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/quaddama/tris.md2
*/
/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/invulner/tris.md2
*/
/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/silencer/tris.md2
*/
/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/breather/tris.md2
*/
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/enviro/tris.md2
*/
/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/c_head/tris.md2
Special item that gives +2 to maximum health
*/
/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/adrenal/tris.md2
gives +1 to maximum health
*/
/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/band/tris.md2
*/
/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/pack/tris.md2
*/
/*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/items/keys/data_cd/tris.md2
key for computer centers
*/
/*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
:model=:models/items/keys/power/tris.md2
warehouse circuits
*/
/*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/items/keys/pyramid/tris.md2
key for the entrance of jail3
*/
/*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/items/keys/spinner/tris.md2
key for the city computer
*/
/*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/items/keys/pass/tris.md2
security pass for the security level
*/
/*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/items/keys/key/tris.md2
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