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/*QUAKED info_buoy (0.6 0.0 0.8) (-24 -24 -24) (24 24 24) JUMP ACTIVATE TURN ONEWAY
BUOYAH! Navigation System
Mike Gummelt & Josh Weier
THOU SHALT NOT COMMIT GRIEVOUS DESIGN ERRORS FOR THEY ARE AN ABOMINATION BEFORE THE EYES OF THE PROGRAMMER AND THE PROGRAMMER'S WORD IS INFALLIBLE!
THE BUOY TEN COMMANDMENTS as Handed Down to M0535 on Mount Sine-AI:
0) Thou shalt not give a buoy more than one targetname
1) Thou shalt have a buoy target up to two OTHER buoies
therefore:
2) Thou shalt connect each buoy to up to three other buoies (only three lines can come off a buoy)
3) Thou shalt knowest that direction of connection does not matter unless you are trying to make a one-way buoy (see ONEWAY) below
4) Thou shalt place thine buoy in an area that a monster can fit into
5) Thou shalt place thine buoies such that each buoy can "see" each buoy it's conencted to (have a clear line of sight)
6) Thou shalt knowest that buoies do not need to be placed throughout wide open areas, monsters can get around fine there.
7) Thou shalt not place buoies in the ground or walls or any other world object
8) Thou shalt not give any two buoies the same targetname, and each buoy should have a targetname, even if it is not targeted (this is for debug purposes)
9) Thou shalt not have any other AI system above the BUOYAH! Navigation System.
Keep in mind that when choosing a buoy, monsters need to be able to find a buoy withing 1024 map units of them. So make sure buoies are placed so that wherever they can get, they are within 1024 of a buoy.
"showbuoys" - At the console, setting "showbuoys" to 1 and restarting the map will allow you to see each buoy. The flags you will see are each monster's indicator of where they are trying to go at the minute. In addition you will get buoy debug messages on the console in this mode, telling you if a monster has a hard time getting to a buoy (it times out) or if, for some reason, a connection cannot be made between two buoies.
"cheating_monsters" - At the console, set this to 1 to allow monsters to teleport to a buoy it's having a hard time getting to.
Lots of info and useful instructions here:
JUMP - Will make monster jump ("angle" is the direction to go in (default = 0), "speed" if the forward velocity in this dir (default = 400), "height" is the height of the jump (default = 400))
ACTIVATE - Will allow monster to activate doors, triggers, plats, etc. NOTE: the activated object's "pathtargetname" must match the buoy's "pathtarget" field.
(not implemented) TURN - Will make monster turn to buoy's angles
ONEWAY - This buoy will not allow buoys it's targeting to send monsters backwards along the path. Basically, does not back-link, paths from it to buoys it's targeting become one-way.
"jumptarget" - used with JUMP - this buoy will only make monsters jump at the buoy whose "targetname" is the same as "jumpbuoy"- without this, the buoy WILL NOT MAKE MONSTERS JUMP!
"wait" - used with ACTIVATE- will make the buoy wait this many seconds before allowing a monster to activate the targeted ent again
"delay" - used with ACTIVATE - will make the monster stand and wait this long after activating the target ent (so it stands and waits on a lift or for the door to open)
NOTE: AVOID GRIEVOUS DESIGN ERRORS!
DEBUG INFO:
For "showbuoys" = 2, in addition to the arrow paths indicating target->targetname direction, particles appear on buoys, here's what each color indicates:
red - the buoy a monster has determined is your closest buoy
green - the buoy a monster has determined is it's next buoy to get to
cyan - this buoy has a jump flag
blue - this buoy is the jumptarget of a jump flagged buoy
magenta - this buoy has an activate flag
white - this buoy has an oneway flag
Standing over a buoy that has a spawnflag of BUOY_JUMP or BUOY_ACTIVATE and hitting "action" will print it's info to the console is in "showbuoys" mode
*/
/*QUAKED info_notnull (0.0 0.5 0.0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
/*QUAKED info_null (0.0 0.5 0.0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
/*QUAKED info_player_coop (1.0 0.0 1.0) (-16 -16 -24) (16 16 32)
potential spawning position for coop games
*/
/*QUAKED info_player_deathmatch (1.0 0.0 1.0) (-16 -16 -24) (16 16 32)
potential spawning position for deathmatch games
*/
/*QUAKED info_player_intermission (1.0 0.0 1.0) (-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_start (1.0 0.0 0.0) (-16 -16 -24) (16 16 32)
The normal starting point for a level.
*/
/*QUAKED item_ammo_hellstaff (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup ammo for the Hellstaff
*/
/*QUAKED item_ammo_phoenix (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup ammo for the Phoenix Bow
*/
/*QUAKED item_ammo_redrain (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup ammo for the Red Rain Bow
*/
/*QUAKED item_defense_meteorbarrier (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Meteor Barrier defensive spell.
*/
/*QUAKED item_defense_polymorph (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Polymorph Barrier defensive spell.
*/
/*QUAKED item_defense_ringofrepulsion (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Ring of Repulsion defensive spell.
*/
/*QUAKED item_defense_shield (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Shield defensive spell.
*/
/*QUAKED item_defense_teleport (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Teleport defensive spell.
*/
/*QUAKED item_health_full (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup health (30 points)
*/
/*QUAKED item_health_half (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup health (10 points)
*/
/*QUAKED item_mana_combo_half (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for both defensive & offensive mana (50 points).
*/
/*QUAKED item_mana_defensive_full (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the defensive mana (100 points).
*/
/*QUAKED item_mana_defensive_half (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the defensive mana (50 points).
*/
/*QUAKED item_mana_offensive_full (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the offensive mana (100 points).
*/
/*QUAKED item_mana_offensive_half (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the offensive mana (50 points).
*/
/*QUAKED item_puzzle_canyonkey (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) x NO_DROP
Key puzzle item
Canyon Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_cloudkey (0.3 0.3 1.0) (-8 -8 -3) (8 8 6) x NO_DROP
Key puzzle item
Cloud Quarters 2 Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_cog (0.3 0.3 1.0) (-10 -10 -24) (10 10 20) x NO_DROP
Cog puzzle piece
Palace level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_crystal (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) x NO_DROP
Crystal puzzle item
Academic Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_dungeonkey (0.3 0.3 1.0) (-1 -18 -9) (1 18 9) x NO_DROP
Amulet puzzle item
Dungeon Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_highpriestesskey (0.3 0.3 1.0) (-12 -12 -6) (12 12 6) x NO_DROP
Key puzzle item
High Priestess Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_highpriestesssymbol (0.3 0.3 1.0) (-12 -12 -4) (12 12 4) x NO_DROP
Key puzzle item
High Priestess Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_hive2amulet (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) x NO_DROP
Amulet puzzle item
Hive 2 Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_hive2gem (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) x NO_DROP
Gem puzzle item
Hive 2 Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_hive2spear (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) x NO_DROP
Spear puzzle item
Hive 2 Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_minecartwheel (0.3 0.3 1.0) (-1 -6 -6) (1 6 6) x NO_DROP
Mine Cart Wheel puzzle item
Mine 1 Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_ore (0.3 0.3 1.0) (-10 -10 -8) (10 10 8) x NO_DROP
Unrefined Ore puzzle item
Mine 2 Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_plazacontainer (0.3 0.3 1.0) (-6 -6 -8) (6 6 6) x NO_DROP
Container puzzle item
Plaza Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_potion (0.3 0.3 1.0) (-3 -3 -10) (3 3 10) x NO_DROP
Potion puzzle item
Healer Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_refinedore (0.3 0.3 1.0) (-3 -12 -2) (3 12 2) x NO_DROP
Refined Ore puzzle item
Mine 2 Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_shield (0.3 0.3 1.0) (-2 -6 -12) (2 6 12) x NO_DROP
Sithra Shield puzzle item
Healer Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_slumcontainer (0.3 0.3 1.0) (-6 -6 -8) (6 6 6) x NO_DROP
Full Container puzzle item
Slum Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_tavernkey (0.3 0.3 1.0) (-8 -8 -4) (8 8 4) x NO_DROP
Key puzzle piece
Ssdocks Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_tome (0.3 0.3 1.0) (-12 -12 -4) (12 12 4) x NO_DROP
Tome puzzle piece
2 Cloud Levels
NO_DROP - won't drop to ground
*/
/*QUAKED item_puzzle_townkey (0.3 0.3 1.0) (-8 -8 -4) (8 8 4) x NO_DROP
Key puzzle piece
Town Level
NO_DROP - won't drop to ground
*/
/*QUAKED item_spitter (0.0 0.5 0.8) (-4 -4 -4) (4 4 4) NOFLASH
When targeted it will spit out an number of items in various directions
-------SPAWN FLAGS -----------
NOFLASH - no flash is created when item is 'spit out'
---------KEYS-----------------
target - classname of item or object being spit out
count - number of items being spit out (default 1)
radius - distance from item_spitter origin that items will be spawned
spawnflags2 - the spawnflags for the item being created.
*/
/*QUAKED item_weapon_firewall (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Fire Wall weapon.
*/
/*QUAKED item_weapon_hellstaff (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the hellstaff weapon.
*/
/*QUAKED item_weapon_maceballs (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Mace Balls weapon.
*/
/*QUAKED item_weapon_magicmissile (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Magic Missile weapon.
*/
/*QUAKED item_weapon_phoenixbow (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Phoenix Bow weapon.
*/
/*QUAKED item_weapon_redrain_bow (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Red Rain Bow weapon.
*/
/*QUAKED item_weapon_sphereofannihilation (0.3 0.3 1.0) (-16 -16 -16) (16 16 16) COOP_ONLY
Pickup for the Sphere Annihilation weapon.
*/
/*QUAKED light (0.0 1.0 0.0) (-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 light_buglight (1.0 0.5 0.0) (-7 -7 -7) (7 7 25) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
A light shaped like a bug
------- FIELDS ------------------
INVULNERABLE - N/A
ANIMATE - N/A
EXPLODING - N/A
STARTOFF - Light will start off if targeted (default is on)
NOHALO - turns off halo effect
-----------------------------------
*/
/*QUAKED light_chandelier1 (1.0 0.5 0.0) (-36 -36 -43) (34 34 43) INVULNERABLE ANIMATE EXPLODING STARTOFF
A big gold chandelier for the great hall
------- FIELDS ------------------
INVULNERABLE - N/A
ANIMATE - N/A
EXPLODING - N/A
STARTOFF - Light will start off if targeted (default is on)
-----------------------------------
*/
/*QUAKED light_chandelier2 (1.0 0.5 0.0) (-18 -18 -40) (18 18 40) INVULNERABLE ANIMATE EXPLODING STARTOFF
A very heavy chandelier that doesn't have a skin yet.
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