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📄 hl.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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/*QUAKED worldspawn (0.0 0.0 0.0) ?
{
choice "newunit"
 (
  ("0","No, keep current")
  ("1","Yes, clear previous levels")
 );
choice "sky"
 (
  ("2desert","")
  ("alien1","")
  ("black","")
  ("cliff","")
  ("dawn","")
  ("day","")
  ("desert","")
  ("dusk","")
  ("morning","")
  ("neb6","")
  ("neb7","")
  ("night","")
  ("xen8","")
  ("xen9","")
  ("xen10","")
 );
}
'message'	Map Description / Title
'skyname'	environment map (cl_skyname)
'sounds'	CD track to play (default 1)
'light'		Default light level
'WaveHeight'	Default Wave Height
'MaxRange'	Max viewable distance (default 4096)
'chaptertitle'	Chapter Title Message
'startdark'	Level Fade In (default 0)
'gametitle'	Display game title (default 0)
'newunit'	New Level Unit (default 0)
*/

/*QUAKED _Targetname
'targetname'	Name
*/

/*QUAKED _Target
'target'	Target
*/

/*QUAKED _Global
'globalname'	Global Entity Name
*/

/*QUAKED _Targetx
{
base("_Target");
}
'delay'		Delay before trigger (default 0)
'killtarget'	KillTarget
*/

/*QUAKED _RenderFxChoices
{
choice "renderfx"
 (
  ("0","Normal")
  ("1","Slow Pulse")
  ("2","Fast Pulse")
  ("3","Slow Wide Pulse")
  ("4","Fast Wide Pulse")
  ("9","Slow Strobe")
  ("10","Fast Strobe")
  ("11","Faster Strobe")
  ("12","Slow Flicker")
  ("13","Fast Flicker")
  ("5","Slow Fade Away")
  ("6","Fast Fade Away")
  ("7","Slow Become Solid")
  ("8","Fast Become Solid")
  ("14","Constant Glow")
  ("15","Distort")
  ("16","Hologram (Distort + fade)")
 );
}
'renderfx'	Render FX (default 0)
*/

/*QUAKED _RenderFields
{
base("_RenderFxChoices");
choice "rendermode"
 (
  ("0","Normal")
  ("1","Color")
  ("2","Texture")
  ("3","Glow")
  ("4","Solid")
  ("5","Additive")
 );
hl_color "rendercolor";
}
'rendermode'	Render Mode (default 0)
'renderamt'	FX Amount (1 - 255)
'rendercolor'	FX Color (R G B) (default 0 0 0)
*/

/*QUAKED _Monster
{
base("_Target");
base("_Targetname");
base("_RenderFields");
choice "TriggerCondition"
 (
  ("0","No Trigger")
  ("1","See Player, Mad at Player")
  ("2","Take Damage")
  ("3","50% Health Remaining")
  ("4","Death")
  ("5","(N/A) Squad Member Dead")
  ("6","(N/A)Squad Leader Dead")
  ("7","Hear World")
  ("8","Hear Player")
  ("9","Hear Combat")
  ("10","See Player Unconditional")
  ("11","See Player, Not In Combat")
 );
}
'target'	Movetarget
'TriggerTarget'	TriggerTarget
'TriggerCondition'	Trigger Condition (default 0)
*/

/*QUAKED _TalkMonster
'UseSentence'	Use Sentence
'UnUseSentence'	Un-Use Sentence
*/

/*QUAKED _gibshooterbase
'targetname'	Name
'm_iGibs'	Number of Gibs (default 3)
'delay'		Delay between shots (default 0)
'm_flVelocity'	Gib Velocity (default 200)
'm_flVariance'	Course Variance (default 0.15)
'm_flGibLife'	Gib Life (default 4)
*/

/*QUAKED _Light
{
hl_color "_light";
choice "style"
 (
  ("0","Normal")
  ("10","Fluorescent flicker")
  ("2","Slow, strong pulse")
  ("11","Slow pulse, noblack")
  ("5","Gentle pulse")
  ("1","Flicker A")
  ("6","Flicker B")
  ("3","Candle A")
  ("7","Candle B")
  ("8","Candle C")
  ("4","Fast strobe")
  ("9","Slow strobe")
 );
}
'_light'	Brightness (default 255 255 128 200)
'style'		Appearance (default 0)
'pattern'	Custom Appearance
*/

/*QUAKED _Breakable
{
base("_Targetname");
base("_Global");
choice "material"
 (
  ("0","Glass")
  ("1","Wood")
  ("2","Metal")
  ("3","Flesh")
  ("4","Cinder Block")
  ("5","Ceiling Tile")
  ("6","Computer")
  ("7","Unbreakable Glass")
  ("8","Rocks")
 );
choice "explosion"
 (
  ("0","Random")
  ("1","Relative to Attack")
 );
choice "spawnobject"
 (
  ("0","Nothing")
  ("1","Battery")
  ("2","Healthkit")
  ("3","9mm Handgun")
  ("4","9mm Clip")
  ("5","Machine Gun")
  ("6","Machine Gun Clip")
  ("7","Machine Gun Grenades")
  ("8","Shotgun")
  ("9","Shotgun Shells")
  ("10","Crossbow")
  ("11","Crossbow Bolts")
  ("12","357")
  ("13","357 clip")
  ("14","RPG")
  ("15","RPG Clip")
  ("16","Gauss clip")
  ("17","Hand grenade")
  ("18","Tripmine")
  ("19","Satchel Charge")
  ("20","Snark")
  ("21","Hornet Gun")
 );
}
'target'	Target on break
'health'	Strength (default 1)
'material'	Material type (default 0)
'explosion'	Gibs Direction (default 0)
'delay'		Delay before fire (default 0)
'gibmodel'	Gib Model (default )
'spawnobject'	Spawn On Break (default 0)
'explodemagnitude'	Explode Magnitude (0=none) (default 0)
*/

/*QUAKED _Door
{
base("_Targetname");
base("_RenderFields");
base("_Global");
choice "movesnd"
 (
  ("0","No Sound")
  ("1","Servo (Sliding)")
  ("2","Pneumatic (Sliding)")
  ("3","Pneumatic (Rolling)")
  ("4","Vacuum")
  ("5","Power Hydraulic")
  ("6","Large Rollers")
  ("7","Track Door")
  ("8","Snappy Metal Door")
  ("9","Squeaky 1")
  ("10","Squeaky 2")
 );
choice "stopsnd"
 (
  ("0","No Sound")
  ("1","Clang with brake")
  ("2","Clang reverb")
  ("3","Ratchet Stop")
  ("4","Chunk")
  ("5","Light airbrake")
  ("6","Metal Slide Stop")
  ("7","Metal Lock Stop")
  ("8","Snappy Metal Stop")
 );
choice "wait"
 (
  ("-1","Stays open")
 );
choice "locked_sound"
 (
  ("0","None")
  ("2","Access Denied")
  ("8","Small zap")
  ("10","Buzz")
  ("11","Buzz Off")
  ("12","Latch Locked")
 );
choice "unlocked_sound"
 (
  ("0","None")
  ("1","Big zap & Warmup")
  ("3","Access Granted")
  ("4","Quick Combolock")
  ("5","Power Deadbolt 1")
  ("6","Power Deadbolt 2")
  ("7","Plunger")
  ("8","Small zap")
  ("9","Keycard Sound")
  ("10","Buzz")
  ("13","Latch Unlocked")
 );
choice "locked_sentence"
 (
  ("1","Gen. Access Denied")
  ("2","Security Lockout")
  ("3","Blast Door")
  ("4","Fire Door")
  ("5","Chemical Door")
  ("6","Radiation Door")
  ("7","Gen. Containment")
  ("8","Maintenance Door")
  ("9","Broken Shut Door")
 );
choice "unlocked_sentence"
 (
  ("1","Gen. Access Granted")
  ("2","Security Disengaged")
  ("3","Blast Door")
  ("4","Fire Door")
  ("5","Chemical Door")
  ("6","Radiation Door")
  ("7","Gen. Containment")
  ("8","Maintenance area")
 );
}
'killtarget'	KillTarget
'speed'		Speed (default 100)
'master'	Master
'movesnd'	Move Sound (default 0)
'stopsnd'	Stop Sound (default 0)
'wait'		Delay before close (default 4)
'lip'		Lip
'dmg'		Damage inflicted when blocked (default 0)
'message'	Message if triggered
'target'	Target
'delay'		Delay before fire
'netname'	Fire on Close
'health'	Health (shoot open) (default 0)
'locked_sound'	Locked Sound (default 0)
'unlocked_sound'	Unlocked Sound (default 0)
'locked_sentence'	Locked Sentence (default 0)
'unlocked_sentence'	Unlocked Sentence (default 0)
'_minlight'	Minimum light level
*/

/*QUAKED _BaseTank
{
base("_Targetname");
base("_Target");
base("_RenderFields");
base("_Global");
choice "firespread"
 (
  ("0","Perfect Shot")
  ("1","Small cone")
  ("2","Medium cone")
  ("3","Large cone")
  ("4","Extra-large cone")
 );
}
'yawrate'	Yaw rate (default 30)
'yawrange'	Yaw range (default 180)
'yawtolerance'	Yaw tolerance (default 15)
'pitchrate'	Pitch rate (default 0)
'pitchrange'	Pitch range (default 0)
'pitchtolerance'	Pitch tolerance (default 5)
'barrel'	Barrel Length (default 0)
'barrely'	Barrel Horizontal (default 0)
'barrelz'	Barrel Vertical (default 0)
'spritesmoke'	Smoke Sprite (default )
'spriteflash'	Flash Sprite (default )
'spritescale'	Sprite scale (default 1)
'rotatesound'	Rotate Sound (default )
'firerate'	Rate of Fire (default 1)
'bullet_damage'	Damage Per Bullet (default 0)
'persistence'	Firing persistence (default 1)
'firespread'	Bullet accuracy (default 0)
'minRange'	Minmum target range (default 0)
'maxRange'	Maximum target range (default 0)
'_minlight'	Minimum light level
*/

/*QUAKED _PlatSounds
{
choice "movesnd"
 (
  ("0","No Sound")
  ("1","big elev 1")
  ("2","big elev 2")
  ("3","tech elev 1")
  ("4","tech elev 2")
  ("5","tech elev 3")
  ("6","freight elev 1")
  ("7","freight elev 2")
  ("8","heavy elev")
  ("9","rack elev")
  ("10","rail elev")
  ("11","squeek elev")
  ("12","odd elev 1")
  ("13","odd elev 2")
 );
choice "stopsnd"
 (
  ("0","No Sound")
  ("1","big elev stop1")
  ("2","big elev stop2")
  ("3","freight elev stop")
  ("4","heavy elev stop")
  ("5","rack stop")
  ("6","rail stop")
  ("7","squeek stop")
  ("8","quick stop")
 );
}
'movesnd'	Move Sound (default 0)
'stopsnd'	Stop Sound (default 0)
'volume'	Sound Volume 0.0 - 1.0 (default 0.85)
*/

/*QUAKED _Trackchange
{
base("_Targetname");
base("_RenderFields");
base("_Global");
base("_PlatSounds");
}
'height'	Travel altitude (default 0)
'rotation'	Spin amount (default 0)
'train'		Train to switch
'toptrack'	Top track
'bottomtrack'	Bottom track
'speed'		Move/Rotate speed (default 0)
*/

/*QUAKED _Trigger
{
base("_Target");
base("_Targetname");
choice "sounds"
 (
  ("0","No Sound")
 );
}
'killtarget'	Kill target
'netname'	Target Path
'style'		Style (default 32)
'master'	Master
'sounds'	Sound style (default 0)
'delay'		Delay before trigger (default 0)
'message'	Message (set sound too!)
*/

/*QUAKED aiscripted_sequence (1.0 0.0 1.0) (-16 -16 0) (16 16 72) "WaitTillSeen" "Exit Agitated" "Repeatable" "Leave Corpse"
{
base("_Targetname");
base("_Targetx");
choice "m_fMoveTo"
 (
  ("0","No")
  ("1","Walk")
  ("2","Run")
  ("4","Instantaneous")
  ("5","No - Turn to Face")
 );
choice "m_iFinishSchedule"
 (
  ("0","Default AI")
  ("1","Ambush")
 );
}
'm_iszEntity'	Target Monster
'm_iszPlay'	Action Animation (default )
'm_flRadius'	Search Radius (default 512)
'm_flRepeat'	Repeat Rate ms (default 0)
'm_fMoveTo'	Move to Position (default 1)
'm_iFinishSchedule'	AI Schedule when done (default 0)
*/

/*QUAKED ambient_generic (1.0 0.0 1.0) (-16 -16 -16) (16 16 16) "Play Everywhere" "Small Radius" "Medium Radius" "Large Radius" "Start Silent" "Is NOT Looped"
{
base("_Targetname");
choice "preset"
 (
  ("0","None")
  ("1","Huge Machine")
  ("2","Big Machine")
  ("3","Machine")
  ("4","Slow Fade in")
  ("5","Fade in")
  ("6","Quick Fade in")
  ("7","Slow Pulse")
  ("8","Pulse")
  ("9","Quick pulse")
  ("10","Slow Oscillator")
  ("11","Oscillator")
  ("12","Quick Oscillator")
  ("13","Grunge pitch")
  ("14","Very low pitch")
  ("15","Low pitch")
  ("16","High pitch")
  ("17","Very high pitch")
  ("18","Screaming pitch")
  ("19","Oscillate spinup/down")
  ("20","Pulse spinup/down")
  ("21","Random pitch")
  ("22","Random pitch fast")
  ("23","Incremental Spinup")
  ("24","Alien")
  ("25","Bizzare")
  ("26","Planet X")
  ("27","Haunted")
 );
list "message" ("lists/hl/ab_g_msg.lst");
}
'message'	Path/filename.wav of WAV
'health'	Volume (10 = loudest) (default 10)
'preset'	Dynamic Presets (default 0)
'volstart'	Start Volume (default 0)
'fadein'	Fade in time (0-100) (default 0)
'fadeout'	Fade out time (0-100) (default 0)
'pitch'		Pitch (> 100 = higher) (default 100)
'pitchstart'	Start Pitch (default 100)
'spinup'	Spin up time (0-100) (default 0)
'spindown'	Spin down time (0-100) (default 0)
'lfotype'	LFO type 0)off 1)sqr 2)tri 3)rnd (default 0)
'lforate'	LFO rate (0-1000) (default 0)
'lfomodpitch'	LFO mod pitch (0-100) (default 0)
'lfomodvol'	LFO mod vol (0-100) (default 0)
'cspinup'	Incremental spinup count (default 0)
*/

/*QUAKED ammo_9mmclip (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_9mmAR (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_9mmbox (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_ARgrenades (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_buckshot (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_357 (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_rpgclip (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_gaussclip (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED ammo_crossbow (0.0 0.0 0.8) (-16 -16 0) (16 16 32) x x x x x x x x x x x "Not in Deathmatch"
{
base("_Targetx");
}
*/

/*QUAKED button_target (1.0 0.0 1.0) ? "Use Activates" "Start On"
'target'	Targetted object
'master'	Master
*/

/*QUAKED cycler (0.0 0.8 0.8) (-16 -16 0) (16 16 72) "WaitTillSeen" "Gag" "MonsterClip" x "Prisoner" x x "WaitForScript" "Pre-Disaster" "Fade Corpse" x "Not in Deathmatch"
{
base("_Monster");
choice "model"
 (
  ("models/apache.mdl","")
  ("models/base.mdl","")
  ("models/fungus(large).mdl","")
  ("models/fungus(small).mdl","")
  ("models/fungus.mdl","")
  ("models/hair.mdl","")
  ("models/pipe_bubbles.mdl","")
  ("models/protozoa.mdl","")
  ("models/rengine.mdl","")
  ("models/rip.mdl","")
  ("models/sat_globe.mdl","")
 );
}
'model'		model
*/

/*QUAKED cycler_sprite (1.0 0.0 1.0) (-16 -16 0) (16 16 72)
{
base("_RenderFields");
}
'model'		model
'framerate'	Frames per second
*/

/*QUAKED cycler_weapon (0.0 0.8 0.8) (-16 -16 16) (16 16 16) "WaitTillSeen" "Gag" "MonsterClip" x "Prisoner" x x "WaitForScript" "Pre-Disaster" "Fade Corpse" x "Not in Deathmatch"
{
base("_Monster");
}
'model'		model
*/

/*QUAKED env_beverage (1.0 0.0 1.0) (-4 -4 -4) (4 4 4)
{
base("_Targetname");
choice "skin"
 (
  ("0","Coca-Cola")
  ("1","Sprite")
  ("2","Diet Coke")
  ("3","Orange")
  ("4","Surge")
  ("5","Moxie")
  ("6","Random")
 );
}
'health'	Capacity (default 10)
'skin'		Beverage Type (default 0)
*/

/*QUAKED env_blood (1.0 0.0 0.0) (-16 -16 -16) (16 16 16) "Random Direction" "Blood Stream" "On Player" "Spray decals"

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