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📄 ctf.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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normal door key - blue
*/

/*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/items/keys/red_key/tris.md2
normal door key - red
*/

/*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/monsters/commandr/head/tris.md2
tank commander's head
*/

/*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16)
:model=:models/items/keys/target/tris.md2
*/

/*QUAKED item_flag_team1 (1 0.2 0) (-16 -16 -24) (16 16 32)
:model=:players/male/flag1.md2
Red flag spawn point
*/

/*QUAKED item_flag_team2 (1 0.2 0) (-16 -16 -24) (16 16 32)
:model=:players/male/flag2.md2
Blue flag spawn point
*/

/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/healing/medium/tris.md2
*/

/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/healing/stimpack/tris.md2
*/

/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/healing/large/tris.md2
*/

/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
:model=:models/items/mega_h/tris.md2
*/

/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience.
*/

/*QUAKED func_areaportal (0 0 0) ?

This is a non-visible object that divides the world into
areas that are seperated when this portal is not activated.
Usually enclosed in the middle of a door.
*/

/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
Target: next path corner
Pathtarget: gets used when an entity that has
	this path_corner targeted touches it
*/

/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
Makes this the target of a monster and it will head here
when first activated before going after the activator.  If
hold is selected, it will stay here.
*/

/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level.  Don't use
*/

/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/

/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/

/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
*/

/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
This is just a solid wall if not inhibited

TRIGGER_SPAWN	the wall will not be present until triggered
				it will then blink in to existance; it will
				kill anything that was in it's way

TOGGLE			only valid for TRIGGER_SPAWN walls
				this allows the wall to be turned on and off

START_ON		only valid for TRIGGER_SPAWN walls
				the wall will initially be present
*/

/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
This is solid bmodel that will fall if it's support it removed.
*/

/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
Any brush that you want to explode or break apart.  If you want an
ex0plosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.

If targeted it will not be shootable.

health defaults to 100.

mass defaults to 75.  This determines how much debris is emitted when
it explodes.  You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16).  So 800 gives the most.
*/

/*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
:model=:models/objects/barrels/tris.md2
Large exploding box.  You can override its mass (100),
health (80), and dmg (150).
*/

/*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
:model=:models/objects/banner/tris.md2
The origin is the bottom of the banner.
The banner is 128 tall.
*/

/*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12)
:model=:models/objects/minelite/light1/tris.md2
*/

/*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12)
:model=:models/objects/minelite/light2/tris.md2
*/

/*QUAKED target_character (0 0 1) ?
used with target_string (must be on same "team")
"count" is position in the string (starts at 1)
*/

/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
*/

/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
target a target_string with this

The default is to be a time of day clock

TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
If START_OFF, this entity must be used before it starts

"style"		0 "xx"
			1 "xx:xx"
			2 "xx:xx:xx"
*/

/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
:model=:models/objects/dmspot/tris.md2
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
Zoid reworked the teleport code for CTF.  Use trigger_teleporter for CTF maps.
*/

/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
:model=:models/objects/dmspot/tris.md2
Point teleporters at these.
*/

/*QUAKED worldspawn (0 0 0) ?

Only used for the world.
"sky"	environment map name
"skyaxis"	vector axis for rotating sky
"skyrotate"	speed of rotation in degrees/second
"sounds"	music cd track number
"gravity"	800 is default gravity
"message"	text to print at user logon
*/

/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.
"style"		type byte
*/

/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
"noise"		wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume"	0.0 to 1.0

Normal sounds play each time the target is used.  The reliable flag can be set for crucial voiceovers.

Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/

/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
*/

/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
Counts a secret found.
These are single use targets.
*/

/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
Counts a goal completed.
These are single use targets.
*/

/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.

"delay"		wait this long before going off
"dmg"		how much radius damage should be done, defaults to 0
*/

/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
Changes level to "map" when fired
*/

/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.

Set "sounds" to one of the following:
  1) sparks
  2) blue water
  3) brown water
  4) slime
  5) lava
  6) blood

"count"	how many pixels in the splash
"dmg"	if set, does a radius damage at this location when it splashes
		useful for lava/sparks
*/

/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
Set target to the type of entity you want spawned.
Useful for spawning monsters and gibs in the factory levels.

For monsters:
	Set direction to the facing you want it to have.

For gibs:
	Set direction if you want it moving and
	speed how fast it should be moving otherwise it
	will just be dropped
*/

/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
Fires a blaster bolt in the set direction when triggered.

dmg		default is 15
speed	default is 1000
*/

/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit.  It is OK to check multiple triggers.  Message, delay, target, and killtarget also work.
*/

/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit.  If multiple triggers are checked, all must be true.  Delay, target and
killtarget also work.

"delay"		delay before using targets if the trigger has been activated (default 1)
*/

/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
When triggered, fires a laser.  You can either set a target
or a direction.
*/

/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
speed		How many seconds the ramping will take
message		two letters; starting lightlevel and ending lightlevel
*/

/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake.
All players and monsters are affected.
"speed"		severity of the quake (default:200)
"count"		duration of the quake (default:5)
*/

/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
Variable sized repeatable trigger.  Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
sounds
1)	secret
2)	beep beep
3)	large switch
4)
set "message" to text string
*/

/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".

If TRIGGERED, this trigger must be triggered before it is live.

sounds
 1)	secret
 2)	beep beep
 3)	large switch
 4)

"message"	string to be displayed when triggered
*/

/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/

/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
A relay trigger that only fires it's targets if player has the proper key.
Use "item" to specify the required key, for example "key_data_cd"
*/

/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.

If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.

After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/

/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
*/

/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
Pushes the player
"speed"		defaults to 1000
*/

/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.

It does dmg points of damage each server frame

SILENT			supresses playing the sound
SLOW			changes the damage rate to once per second
NO_PROTECTION	*nothing* stops the damage

"dmg"			default 5 (whole numbers only)

*/

/*QUAKED trigger_gravity (.5 .5 .5) ?
Changes the touching entites gravity to
the value of "gravity".  1.0 is standard
gravity for the level.
*/

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