⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 hl.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
📖 第 1 页 / 共 4 页
字号:
{
base("_Targetname");
choice "color"
 (
  ("0","Red (Human)")
  ("1","Yellow (Alien)")
 );
}
'color'		Blood Color (default 0)
'amount'	Amount of blood (damage to simulate) (default 100)
*/

/*QUAKED env_bubbles (1.0 0.0 1.0) ? "Start Off"
{
base("_Targetname");
}
'density'	Bubble density (default 2)
'frequency'	Bubble frequency (default 2)
'current'	Speed of Current (default 0)
*/

/*QUAKED env_explosion (1.0 0.0 1.0) (-16 -16 -16) (16 16 16) "No Damage" "Repeatable" "No Fireball" "No Smoke" "No Decal" "No Sparks"
{
base("_Targetname");
}
'iMagnitude'	Magnitude (default 100)
*/

/*QUAKED env_global (1.0 0.0 1.0) (-16 -16 -16) (16 16 16) "Set Initial State"
{
base("_Targetname");
choice "triggermode"
 (
  ("1","On")
  ("0","Off")
  ("3","Toggle")
  ("2","Dead")
 );
choice "initialstate"
 (
  ("0","Off")
  ("1","On")
  ("2","Dead")
 );
}
'globalstate'	Global State to Set
'triggermode'	Trigger Mode (default 0)
'initialstate'	Initial State (default 0)
*/

/*QUAKED env_fade (1.0 0.0 1.0) (-8 -8 -8) (8 8 8) "Fade From" "Modulate"
{
base("_Targetname");
hl_color "rendercolor";
}
'duration'	Duration (seconds) (default 2)
'holdtime'	Hold Fade (seconds) (default 0)
'renderamt'	Fade Alpha (default 255)
'rendercolor'	Fade Color (R G B) (default 0 0 0)
*/

/*QUAKED env_funnel (1.0 0.0 1.0) (-16 -16 -16) (16 16 16) "Reverse"
{
base("_Targetname");
}
*/

/*QUAKED env_message (1.0 0.0 1.0) (-8 -8 -8) (8 8 8) "Play Once" "All Clients"
{
base("_Targetname");
base("_Target");
choice "messageattenuation"
 (
  ("0","Small Radius")
  ("1","Medium Radius")
  ("2","Large  Radius")
  ("3","Play Everywhere")
 );
}
'message'	Message Name
'messagesound'	Sound effect
'messagevolume'	Volume 0-10 (default 10)
'messageattenuation'	Sound Radius (default 0)
*/

/*QUAKED env_render (0.4 0.4 0.0) (-16 -16 -16) (16 16 16) "No Renderfx" "No Renderamt" "No Rendermode" "No Rendercolor"
{
base("_Targetname");
base("_Target");
base("_RenderFields");
}
*/

/*QUAKED env_shake (1.0 0.0 1.0) (-8 -8 -8) (8 8 8) "GlobalShake"
{
base("_Targetname");
}
'amplitude'	Amplitude 0-16 (default 4)
'radius'	Effect radius (default 500)
'duration'	Duration (seconds) (default 1)
'frequency'	0.1 = jerk, 255.0 = rumble (default 2.5)
*/

/*QUAKED env_shooter (1.0 0.0 1.0) (-16 -16 -16) (16 16 16) "Repeatable"
{
base("_gibshooterbase");
base("_RenderFields");
choice "shootsounds"
 (
  ("-1","None")
  ("0","Glass")
  ("1","Wood")
  ("2","Metal")
  ("3","Flesh")
  ("4","Concrete")
 );
choice "shootmodel"
 (
  ("models/bleachbones.mdl","")
  ("models/bm_leg.mdl","")
  ("models/bm_sack.mdl","")
  ("models/bm_shell.mdl","")
  ("models/bonegibs.mdl","")
  ("models/can.mdl","")
  ("models/catwalkgibs.mdl","")
  ("models/computergibs.mdl","")
  ("models/concrete_gibs.mdl","")
  ("models/fleshgibs.mdl","")
  ("models/glassgibs.mdl","")
  ("models/grenade.mdl","")
  ("models/metalplategibs.mdl","")
  ("models/metalplategibs_dark.mdl","")
  ("models/rockgibs.mdl","")
  ("models/shell.mdl","")
  ("models/w_satchel.mdl","")
  ("models/webgibs.mdl","")
  ("models/woodgibs.mdl","")
  ("sprites/flare3.spr","")
  ("sprites/glow01.spr","")
  ("sprites/hotglow.spr","")
 );
}
'shootmodel'	Model (default )
'shootsounds'	Material Sound (default 0)
'scale'		Gib Scale (default )
'skin'		Gib Skin (default 0)
*/

/*QUAKED env_sound (1.0 0.0 1.0) (-8 -8 -8) (8 8 8)
{
choice "roomtype"
 (
  ("0","Normal (off)")
  ("1","Generic")
  ("2","Metal Small")
  ("3","Metal Medium")
  ("4","Metal Large")
  ("5","Tunnel Small")
  ("6","Tunnel Medium")
  ("7","Tunnel Large")
  ("8","Chamber Small")
  ("9","Chamber Medium")
  ("10","Chamber Large")
  ("11","Bright Small")
  ("12","Bright Medium")
  ("13","Bright Large")
  ("14","Water 1")
  ("15","Water 2")
  ("16","Water 3")
  ("17","Concrete Small")
  ("18","Concrete Meejum")
  ("19","Concrete Large")
  ("20","Big 1")
  ("21","Big 2")
  ("22","Big 3")
  ("23","Cavern Small")
  ("24","Cavern Medium")
  ("25","Cavern Large")
  ("26","Weirdo 1")
  ("27","Weirdo 2")
  ("28","Weirdo 3")
 );
}
'radius'	Radius (default 128)
'roomtype'	Room Type (default 0)
*/

/*QUAKED env_spark (1.0 0.0 1.0) (-16 -16 -16) (16 16 16) x x x x x "Toggle" "Start ON"
{
base("_Targetname");
}
'MaxDelay'	Max Delay (default 0)
*/

/*QUAKED env_sprite (1.0 0.0 1.0) (-4 -4 -4) (4 4 4) "Start on" "Play Once"
{
base("_Targetname");
base("_RenderFields");
list "model" ("lists/hl/e_sp_mdl.lst");
}
'framerate'	Framerate (default 10.0)
'model'		Sprite Name (default sprites/glow.spr)
'scale'		Scale (default )
*/

/*QUAKED func_breakable (0.0 0.5 0.8) ? "Only Trigger" "Touch" "Pressure" x x x x x "Instant Crowbar"
{
base("_Breakable");
base("_RenderFields");
}
'_minlight'	Minimum light level
*/

/*QUAKED func_button (0.0 0.5 0.8) ? "Don't move" x x x x "Toggle" "Sparks" x "Touch Activates"
{
base("_Targetname");
base("_RenderFields");
choice "sounds"
 (
  ("0","None")
  ("1","Big zap & Warmup")
  ("2","Access Denied")
  ("3","Access Granted")
  ("4","Quick Combolock")
  ("5","Power Deadbolt 1")
  ("6","Power Deadbolt 2")
  ("7","Plunger")
  ("8","Small zap")
  ("9","Keycard Sound")
  ("10","Buzz")
  ("11","Buzz Off")
  ("14","Lightswitch")
 );
choice "wait"
 (
  ("-1","Stays pressed")
 );
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")
  ("14","Lightswitch")
 );
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")
 );
}
'speed'		Speed (default 5)
'target'	Targetted object
'netname'	Target Path
'health'	Health (shootable if > 0)
'lip'		Lip
'master'	Master
'sounds'	Sounds (default 0)
'wait'		Delay before reset (default 3)
'delay'		Delay before trigger (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 func_conveyor (0.0 0.5 0.8) ? "No Push" "Not Solid"
{
base("_RenderFields");
base("_Targetname");
}
'speed'		Conveyor Speed (default 100)
'_minlight'	Minimum light level
*/

/*QUAKED func_door (0.0 0.5 0.8) ? "Starts Open" x "Don't link" "Passable" x "Toggle" x x "Use Only" "Monsters Can't" x "Not in Deathmatch"
{
base("_Door");
}
*/

/*QUAKED func_door_rotating (0.0 0.5 0.8) ? "Starts Open" "Reverse Dir" "Don't link" "Passable" "One-way" "Toggle" "X Axis" "Y Axis" "Use Only" "Monsters Can't" x "Not in Deathmatch"
{
base("_Door");
}
'distance'	Distance (deg) (default 90)
'angles'	Pitch Yaw Roll (Y Z X) (default 0 0 0)
*/

/*QUAKED func_friction (0.0 0.5 0.8) ? x x x x x x x x x x x "Not in Deathmatch"
{
base("_RenderFields");
}
'modifier'	Percentage of standard (0 - 100) (default 15)
*/

/*QUAKED func_guntarget (0.0 0.5 0.8) ?
{
base("_Targetname");
base("_RenderFields");
base("_Global");
}
'speed'		Speed (units per second) (default 100)
'target'	First stop target
'message'	Fire on damage
'health'	Damage to Take (default 0)
'_minlight'	Minimum light level
*/

/*QUAKED func_healthcharger (0.0 0.5 0.8) ?
{
base("_Global");
}
'dmdelay'	Deathmatch recharge delay (default 0)
'_minlight'	Minimum light level
*/

/*QUAKED func_illusionary (0.0 0.5 0.8) ?
{
base("_RenderFields");
choice "skin"
 (
  ("-1","Empty")
  ("-7","Volumetric Light")
 );
}
'skin'		Contents (default -1)
'_minlight'	Minimum light level
*/

/*QUAKED func_ladder (0.0 0.5 0.8) ?
*/

/*QUAKED func_monsterclip (0.0 0.5 0.8) ?
{
base("_Targetname");
}
*/

/*QUAKED func_mortar_field (0.0 0.5 0.8) ?
{
base("_Targetname");
choice "m_fControl"
 (
  ("0","Random")
  ("1","Activator")
  ("2","Table")
 );
}
'm_flSpread'	Spread Radius (default 64)
'm_iCount'	Repeat Count (default 1)
'm_fControl'	Targeting (default 0)
'm_iszXController'	X Controller
'm_iszYController'	Y Controller
*/

/*QUAKED func_pendulum (0.0 0.5 0.8) ? "Start ON" x x "Passable" "Auto-return" x "X Axis" "Y Axis" x x x "Not in Deathmatch"
{
base("_Targetname");
base("_RenderFields");
}
'speed'		Speed (default 100)
'distance'	Distance (deg) (default 90)
'damp'		Damping (0-1000) (default 0)
'dmg'		Damage inflicted when blocked (default 0)
'_minlight'	_minlight
'angles'	Pitch Yaw Roll (Y Z X) (default 0 0 0)
*/

/*QUAKED func_plat (0.0 0.5 0.8) ? "Toggle"
{
base("_RenderFields");
base("_PlatSounds");
}
'height'	Travel altitude (can be negative) (default 0)
'_minlight'	Minimum light level
*/

/*QUAKED func_platrot (0.0 0.5 0.8) ? "Toggle" x x x x x "X Axis" "Y Axis"
{
base("_Targetname");
base("_RenderFields");
base("_PlatSounds");
}
'height'	Travel altitude (can be negative) (default 0)
'rotation'	Spin amount (default 0)
'angles'	Pitch Yaw Roll (Y Z X) (default 0 0 0)
'_minlight'	Minimum light level
*/

/*QUAKED func_pushable (0.0 0.5 0.8) ? x x x x x x x "Breakable"
{
base("_Breakable");
base("_RenderFields");
choice "size"
 (
  ("0","Point size")
  ("1","Player size")
  ("2","Big Size")
  ("3","Player duck")
 );
}
'size'		Hull Size (default 0)
'friction'	Friction (0-400) (default 50)
'buoyancy'	Buoyancy (default 20)
'_minlight'	Minimum light level
*/

/*QUAKED func_recharge (0.0 0.5 0.8) ?
'dmdelay'	Deathmatch recharge delay (default 0)
'_minlight'	Minimum light level
*/

/*QUAKED func_rot_button (0.0 0.5 0.8) ? "Not solid" "Reverse Dir" x x x "Toggle" "X Axis" "Y Axis" "Touch Activates"
{
base("_Targetname");
base("_Global");
choice "sounds"
 (
  ("21","Squeaky")
  ("22","Squake Pneumatic")
  ("23","Ratchet Groan")
  ("24","Clean Ratchet")
  ("25","Gas Clunk")
 );
choice "wait"
 (
  ("-1","Stays pressed")
 );
}
'target'	Targetted object
'changetarget'	ChangeTarget Name
'master'	Master
'speed'		Speed (default 5)
'health'	Health (shootable if > 0)
'sounds'	Sounds (default 21)
'wait'		Delay before reset (default 3)
'delay'		Delay before trigger (default 0)
'distance'	Distance (deg) (default 90)
'_minlight'	_minlight
'angles'	Pitch Yaw Roll (Y Z X) (default 0 0 0)
*/

/*QUAKED func_rotating (0.0 0.5 0.8) ? "Start ON" "Reverse Direction" "X Axis" "Y Axis" "Acc/Dcc" "Fan Pain" "Not Solid" "Small Radius" "Medium Radius" "Large Radius"
{
base("_Targetname");
base("_RenderFields");
choice "sounds"
 (
  ("0","No Sound")
  ("1","Fast Whine")
  ("2","Slow Rush")
  ("3","Medium Rickety")
  ("4","Fast Beating")
  ("5","Slow Smooth")
 );
choice "message"
 (
  ("ambience/boomer.wav","")
  ("ambience/industrial2.wav","")
  ("ambience/industrial4.wav","")
  ("ambience/zapmachine.wav","")
  ("plats/bigmove2.wav","")
 );
}
'speed'		Rotation Speed (default 0)
'volume'	Volume (10 = loudest) (default 10)
'fanfriction'	Friction (0 - 100%) (default 20)
'sounds'	Fan Sounds (default 0)
'message'	Path/filename.wav of WAV
'_minlight'	_minlight
'angles'	Pitch Yaw Roll (Y Z X) (default 0 0 0)
'spawnorigin'	X Y Z - Move here after lighting (default 0 0 0)
'dmg'		Damage inflicted when blocked (default 0)
*/

/*QUAKED func_tank (0.0 0.5 0.8) ? "Active" "Player" "Humans" "Aliens" "Only Direct" "Controllable"
{
base("_BaseTank");
choice "bullet"
 (
  ("0","None")
  ("1","9mm")
  ("2","MP5")
  ("3","12mm")
 );
}
'bullet'	Bullets (default 0)
*/

/*QUAKED func_tankcontrols (0.0 0.5 0.8) ?
'target'	Tank entity name
*/

/*QUAKED func_tanklaser (0.0 0.5 0.8) ? "Active" "Player" "Humans" "Aliens" "Only Direct" "Controllable"
{
base("_BaseTank");
}
'laserentity'	env_laser Entity
*/

/*QUAKED func_tankrocket (0.0 0.5 0.8) ? "Active" "Player" "Humans" "Aliens" "Only Direct" "Controllable"
{
base("_BaseTank");
}
*/

/*QUAKED func_tankmortar (0.0 0.5 0.8) ? "Active" "Player" "Humans" "Aliens" "Only Direct" "Controllable"
{
base("_BaseTank");
}
'iMagnitude'	Explosion Magnitude (default 100)
*/

/*QUAKED func_trackautochange (0.0 0.5 0.8) ? "Auto Activate train" "Relink track" x "Start at Bottom" "Rotate Only" x "X Axis" "Y Axis"
{
base("_Trackchange");
}
'_minlight'	Minimum light level
*/

/*QUAKED func_trackchange (0.0 0.5 0.8) ? "Auto Activate train" "Relink track" x "Start at Bottom" "Rotate Only" x "X Axis" "Y Axis"
{
base("_Trackchange");
}
'_minlight'	Minimum light level
*/

/*QUAKED func_tracktrain (0.0 0.5 0.8) ? "No Pitch (X-rot)" "No User Control" x "Passable"
{
base("_Targetname");
base("_RenderFields");
base("_Global");
choice "sounds"
 (
  ("0","None")
  ("1","Rail 1")
  ("2","Rail 2")
  ("3","Rail 3")
  ("4","Rail 4")
  ("5","Rail 6")
  ("6","Rail 7")
 );
}
'target'	First stop target
'sounds'	Sound (default 1)
'wheels'	Distance between the wheels (default 50)
'height'	Height above track (default 4)
'startspeed'	Initial speed (default 0)
'speed'		Speed (units per second) (default 64)
'dmg'		Damage on crush (default 0)
'volume'	Volume (10 = loudest) (default 10)
'bank'		Bank angle on turns (default 0)
'_minlight'	Minimum light level
*/

/*QUAKED func_traincontrols (0.0 0.5 0.8) ?
'target'	Train Name
*/

/*QUAKED func_train (0.0 0.5 0.8) ? x x x "Not solid"
{
base("_Targetname");
base("_RenderFields");
base("_Global");
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")

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -