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📄 heretic2.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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/*
Heretic 2 entity set
Alexander Malmberg <alexander@malmberg.org>
Based on game dll source.
*/

/*QUAKED SP_monster_elflord (0.5 0.5 1.0) (-24 -24 -64) (24 24 16)

Celestial Watcher

"wakeup_target" - monsters will fire this target the first time it wakes up (only once)

"pain_target" - monsters will fire this target the first time it gets hurt (only once)

*/

/*QUAKED breakable_brush (1.0 0.5 0.0) ? KILLALL NOLINK ORDERED TRANSLUCENT INVULNERABLE INVISIBLE PUSHPULL NOTPLAYERDAMAGE
{
choice "materialtype"
((0,"STONE")
( 1,"GREYSTONE (default)map")
( 2,"CLOTH")
( 3,"METAL")
( 4,"FLESH")
( 5,"POTTERY")
( 6,"GLASS")
( 7,"LEAF")
( 8,"WOOD")
( 9,"BROWNSTONE")
(10,"NONE - just makes smoke"));
}

	A brush that explodes. 

NOTPLAYERDAMAGE - players cannot damage this brush

KILLALL - kills any brushes touching this one 

HIERARCH - kills any brushes touching this one 

NOLINK - can touch a KILLALL brush and not be linked to it

INVULNERABLE - if set it can't be hurt

*** VARIABLES ***
health - amount of damage the brush can take before exploding
materialtype - 
0 = STONE
1 = GREYSTONE (default)map 
2 = CLOTH
3 = METAL
4 = FLESH
5 = POTTERY
6 = GLASS
7 = LEAF
8 = WOOD
9 = BROWNSTONE
10 = NONE - just makes smoke


*/

/*QUAKED character_corvus1 (1.0 0.5 0.0) (-17 -25 -32) (22 12 32) INVISIBLE
The cinematic corvus for the torture victim
*/

/*QUAKED character_corvus2 (1.0 0.5 0.0) (-17 -25 -32) (22 12 32) INVISIBLE
The cinematic Corvus for the celestial watcher scene
*/

/*QUAKED character_corvus3 (1.0 0.5 0.0) (-17 -25 -32) (22 12 32) INVISIBLE
The cinematic Corvus for the high priestess scene
*/

/*QUAKED character_corvus4 (1.0 0.5 0.0) (-16 -16 -34) (16 16 25) INVISIBLE
The cinematic Corvus for the Scout scene
*/

/*QUAKED character_corvus5 (1.0 0.5 0.0) (-16 -16 -34) (16 16 25) INVISIBLE
The cinematic Corvus for the Dranor scene
*/

/*QUAKED character_corvus6 (1.0 0.5 0.0) (-16 -16 -34) (16 16 25) INVISIBLE
The cinematic Corvus for the Dranor scene
*/

/*QUAKED character_corvus7 (1.0 0.5 0.0) (-17 -25 -32) (22 12 32) INVISIBLE
The cinematic corvus for the Morcalavin scene
*/

/*QUAKED character_corvus8 (1.0 0.5 0.0) (-17 -25 -32) (22 12 32) INVISIBLE
The cinematic corvus for the Siernan scenes
*/

/*QUAKED character_corvus9 (1.0 0.5 0.0) (-17 -25 -32) (22 12 32) INVISIBLE
The cinematic corvus for the T'chekrik scenes
*/

/*QUAKED character_dranor (1.0 0.5 0.0) (-17 -25 -32) (22 12 32) INVISIBLE
The elf who talks like Sean Connery
*/

/*QUAKED character_elflord (1.0 0.5 0.0) (-24 -24 -78) (24 24 16) INVISIBLE
The Celestial Watcher who whispers when he talks
*/

/*QUAKED character_highpriestess (1.0 0.5 0.0) (-24 -24 -36) (24 24 36) INVISIBLE
The cinematic High Priestess
--------SPAWNFLAG-------------
INVISIBLE - you won't see her
*/

/*QUAKED character_highpriestess2 (1.0 0.5 0.0) (-24 -24 -36) (24 24 36) INVISIBLE
The cinematic High Priestess for the Pod Scene
--------SPAWNFLAG-------------
INVISIBLE - you won't see her
*/

/*QUAKED character_morcalavin (1.0 0.5 0.0) (-24 -24 -50) (24 24 50) INVISIBLE
The cinematic morcalavin
*/

/*QUAKED character_sidhe_guard (1.0 0.5 0.0) (-16 -16 -26) (16 16 26) AMBUSH ASLEEP
The Sidhe Guard
*/

/*QUAKED character_siernan1 (1.0 0.5 0.0) (-10 -10 -20) (10 10 20) INVISIBLE x LEANING
The cinematic siernan standing
INVISIBLE - can't be seen
LEANING - leaning against a wall, idling
*/

/*QUAKED character_siernan2 (1.0 0.5 0.0) (-17 -25 0) (22 12 16) INVISIBLE
The cinematic siernan laying down
*/

/*QUAKED character_ssithra_scout (1.0 0.5 0.0) (-26 -16 -13) (26 16 13)
The scout
*/

/*QUAKED character_ssithra_victim (1.0 0.5 0.0) (-40 -16 -2) (40 16 2) INVISIBLE
The Ssithra Victim for use in the torture scene
*/

/*QUAKED character_tome (1.0 0.5 0.0) (-4 -8 -12) (4 8 12) INVISIBLE
The talking tome of power (sounds like a hot babe)
*/

/*QUAKED choose_CDTrack (0.5 0.5 0.5) ? NO_LOOP
Variable sized repeatable trigger which chooses a CD track.
------KEYS-----------
style - # of CD track to play
NO_LOOP - allows you to set the track to play not to loop
*/

/*QUAKED env_bubbler (1.0 0.5 0.0) (-4 -4 0) (4 4 4)
Makes bubbles
---------KEYS--------
count - bubbles spawned per minute
*/

/*QUAKED env_dust (1.0 0.5 0.0) ?
Generates dust and rock over an area. This is triggerable.
-------KEYS--------
count - number of rocks (default 1 rock per 28 x 28 square)
*/

/*QUAKED env_fire (1.0 0.5 0.0) (0 -10 -24) (20 10 0) INVULNERABLE ANIMATE EXPLODING FIRE_OFF MOVEABLE LIGHT_ON
A fire about the size of a campfire. Triggerable.
-------  FIELDS  ------------------
INVULNERABLE - N/A
ANIMATE -  N/A
EXPLODING - N/A
FIRE_OFF - fire will start off
MOVEABLE - fire will move if given a velocity
LIGHT_ON - fire will have light attached to it - if moveable, not required
-----------------------------------
scale - size of flame (default 1) (no bigger than 8)
*/

/*QUAKED env_mist (1.0 0.5 0.0) (-64 -1 -32) (64 1 32)
scale sets the scale
*/

/*QUAKED env_muck (1.0 0.5 0.0) ?
-------KEYS--------
*/

/*QUAKED env_smoke (1.0 0.5 0.0) (-4 -4 -4) (4 4 4) START_OFF
Generates steady puffs of smoke.  This is triggerable.
START_OFF - smoke will start off
-------KEYS--------
scale - size of puff  (default 1) range 0 - 8.
angle - direction puff is to move (default 0)
speed - how quickly puffs move (default 100) range 10 - 2500
distance - how far smoke will move before disappearing (default 100) range 1 - 255
wait - time in seconds between puffs (default 5) range 1 - 255
*/

/*QUAKED env_sun1 (1.0 0.5 0.0) (-12 -12 0) (12 12 38) INVULNERABLE ANIMATE EXPLODING
Places two suns in the world and attaches a lens flare to them.
One sun is blue, the other is yellow
*/

/*QUAKED env_water_drip (1.0 0.5 0.0) (-4 -4 0) (4 4 4) YELLOW
Spawns a drip of water which falls straight down
---- SPAWN FLAGS ------
if YELLOW set.. uses a yellow drip
------- KEYS ----------
count - drips per minute (default 20)
*/

/*QUAKED env_water_fountain (1.0 0.5 0.0) (-4 -4 0) (4 4 4) RED GREEN BLUE DARK DARKER START_OFF
-------SPAWN FLAGS--------
START_OFF - fountain will be off until triggered

--------KEYS-----------
angles - xyz velocity of spawned particles
delay  - the distance from emitter to ground (128 is Okay, max is 256)

If targeted it can be turned on/off but it will start on unless START_OFF

*/

/*QUAKED env_waterfall_base (1.0 1.0 0.0) (-8 -8 -8) (8 8 8)
angles - this first field is the x radius
         second is the yaw
		 third is the y radius
*/

/*QUAKED flamethrower (0.5 0.5 0.5) ? STEAM MONSTERTOUCH
A jet of flame

If steam is checked, it is a steam jet

MONSTERTOUCH - will allow monsters to set it off

--------SETUP----------

------KEYS-----------
dmg - damage per frame (1/10 of a second) (default 2)
wait - delay between each burst (default 2) (-1 signifies it is a toggled effect)
angles - Direction burst is to move in
speed - velocity of the burst (default 400)
*/

/*QUAKED func_areaportal (0.0 0.0 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 func_button (0.0 0.5 0.8) ? TOUCH
{
choice "sounds"
((0,"silent")
(1,"Basic Button")
(2,"Clanky Button")
(3,"Steam Button"));

}
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"
0) silent
1) Basic Button
2) Clanky Button
3) Steam Button

--------SPAWNFLAGS--------
TOUCH - player can touch button to set it off
*/


/*QUAKED _func_door_sounds
{
choice "sounds"
((0,"silent")
(1,"generic door")
(2,"heavy stone door")
(3,"for swing arm on palace level")
(4,"for stone bridge in palace level")
(5,"small/medium wood door swinging")
(6,"large/huge wood door swinging")
(7,"medium sized stone/wood door sliding")
(8,"large stone/wood sliding door or portcullis")
(9,"average metal door swinging")
(10,"Fast sliding doors")
(11,"Hive, Metal, Multipaneled sliding")
(12,"Huge stone door swinging")
(13,"Medium/large elevator")
(14,"Crane (warehouse)")
(15,"hammerlike pump in oglemine1")
(16,"sliding metal table in cloudlabs")
(17,"lab table which rotates up to ceiling - cloublabs")
(18,"piston sound")
(19,"short, sharp metal clang")
(20,"something going under water")
(21,"the bam sound"));
}
*/

/*QUAKED func_door (0.0 0.5 0.8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
{
base("_func_door_sounds");
}
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
"height"    if set, tells how far up door opens
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return,-2 = never stop cycle)
"lip"		lip remaining at end of move (8 default)
"dmg"		damage to inflict when blocked (2 default)
"sounds"
0)	silent
1)	generic door

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