📄 heretic2.def
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------- FIELDS ------------------
INVULNERABLE - N/A
ANIMATE - The flame flickers
EXPLODING - N/A
STARTOFF - Light will start off if targeted (default is on)
-----------------------------------
*/
/*QUAKED light_chandelier3 (1.0 0.5 0.0) (-34 -34 -80) (34 34 0) INVULNERABLE ANIMATE EXPLODING STARTOFF
A thin gold chandelier
------- FIELDS ------------------
INVULNERABLE - N/A
ANIMATE - N/A
EXPLODING - N/A
STARTOFF - Light will start off if targeted (default is on)
-----------------------------------
*/
/*QUAKED light_floortorch (1.0 0.5 0.0) (-14 -14 -17) (14 14 17) INVULNERABLE ANIMATE EXPLODING STARTOFF
A stand for a torch that sits on the floor.
------- FIELDS ------------------
INVULNERABLE - N/A
ANIMATE - Places a flame on it
EXPLODING - N/A
STARTOFF - Light will start off if targeted (default is on)
-----------------------------------
*/
/*QUAKED light_gem2 (1.0 0.5 0.0) (-1 -6 -8) (4 6 8) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
A yellow gem in an octogonal frame
------- 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
-----------------------------------
style
- 0 yellow light
- 1 green light
*/
/*QUAKED light_lantern1 (1.0 0.5 0.0) (-28 -8 -22) (4 8 22) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
lantern on a wooden arm
------- 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_lantern2 (1.0 0.5 0.0) (-6 -6 -24) (6 6 40) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
Lanern on a chain
------- 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_lantern3 (1.0 0.5 0.0) (-6 -6 -12) (6 6 11) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
Ceiling lantern
------- 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_lantern4 (1.0 0.5 0.0) (-18 -7 -7) (7 7 14) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
Wall lantern
------- 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_lantern5 (1.0 0.5 0.0) (-7 -7 -7) (7 7 14) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
Lantern to place on a table
------- 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_torch1 (1.0 0.5 0.0) (-4 -6 -5) (6 6 20) INVULNERABLE ANIMATE EXPLODING STARTOFF NOHALO
Wall torch that uses a blue gem
------- 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_walltorch (1.0 0.5 0.0) (-16 -10 -12) (10 10 12) INVULNERABLE ANIMATE EXPLODING STARTOFF
A torch that sticks out of a wall
------- FIELDS ------------------
INVULNERABLE - N/A
ANIMATE - Places a flame on it
EXPLODING - N/A
STARTOFF - Light will start off if targeted (default is on)
-----------------------------------
*/
/*QUAKED misc_fire_sparker (0.0 0.0 0.0) (-4 -4 0) (4 4 8) FIREBALL
FIREBALL - more of a poofy fireball trail
Fires of sparks when used...
used a second time removes it
"delay" - how long to live for... (default is forever)
*/
/*QUAKED misc_flag (1.0 0.5 0.0) (-10 -10 0) (10 10 80)
*/
/*QUAKED misc_magic_portal (1.0 0.5 0.0) (-16 -16 -32) (16 16 32) START_OFF
A magical glowing portal. Triggerable.
------- FIELDS ------------------
START_OFF - portal will start off
-----------------------------------
angles - manipulates the facing of the effect as normal.
style - 0-blue, 1-red, 2-green
count - Close after 1-255 seconds. 0 means stay until triggered.
In order to be functional as a world teleport,
it must target a target_changelevel
*/
/*QUAKED misc_remote_camera (0.0 0.5 0.8) (-4 -4 -4) (4 4 4) ACTIVATING SCRIPTED NO_DELETE
pathtarget - holds the name of the camera's owner entity (if any).
target - holds the name of the entity to be looked at.
spawnflags - 1 only the activating client will see the remote camera view.
- 2 this is a scripted camera
- 4 don't delete camera
*/
/*QUAKED misc_teleporter (1.0 0.0 0.0) ? NO_MODEL DEATHMATCH_RANDOM START_OFF MULT_DEST
This creates the teleporter disc that will send us places
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
------- FIELDS ------------------
NO_MODEL - makes teleporter invisible
DEATHMATCH_RANDOM - makes the teleporter dump you at random spawn points in deathmatch
START_OFF - Pad has no effect, and won't teleport you anywhere till its activated
MULT_DEST - pad is targeted at more than one destination
---------- KEYS -----------------
style - number of destinations this pad has.
*/
/*QUAKED misc_teleporter_dest (1.0 0.0 0.0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
*/
/*QUAKED misc_update_spawner (0.5 0.5 0.5) ?
This creates the spawner update entity, which upates the spawner position when triggered
*/
/*QUAKED monster_assassin (1.0 0.5 0.0) (-16 -16 -32) (16 16 48) AMBUSH ASLEEP WALKING FwdJumpAmbush NoCloak NoTeleport CINEMATIC FIXED WANDER MELEE_LEAD STALK COWARD TeleportAmbush CloakAmbush SideJumpAmbush TeleportDodge
The assassin
SPAWNFLAGS:
AMBUSH - Will not be woken up by other monsters or shots from player
ASLEEP - will not appear until triggered
WALKING - use WANDER instead
FwdJumpAmbush - will jump out front or back when triggered (depending on whether player is in front or behind him)
NoCloak - can't turn into a shadow
NoTeleport - can't use smoke grenades to trick player and teleport
CINEMATIC - puts monster into cinematic mode for scripting
FIXED - Will stand in place and attack from afar. Never moves.
WANDER - Monster will wander around aimlessly (but follows buoys)
MELEE_LEAD - Monster will tryto cut you off when you're running and fighting him, works well if there are a few monsters in a group, half doing this, half not
STALK - Monster will only approach and attack from behind- if you're facing the monster it will just stand there. Once the monster takes pain, however, it will stop this behaviour and attack normally
COWARD - Monster starts off in flee mode- runs away from you when woken up
TeleportAmbush - Will teleport into his origin when triggered (before triggered, is not anywhere at all, like "ASLEEP")
CloakAmbush - Start as a shadow and decloak when wakes up
SideJumpAmbush - Will jump out to left or right (depending on which side of the assassin the player is)
TeleportDodge - Can use teleporting to dodge attacks
FIELDS:
"homebuoy" - monsters will head to this buoy if they don't have an enemy ("homebuoy" should be targetname of the buoy you want them to go to)
"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)
mintel - monster intelligence- this basically tells a monster how many buoys away an enemy has to be for it to give up.
melee_range - How close the player has to be, maximum, for the monster to go into melee. If this is zero, the monster will never melee. If it is negative, the monster will try to keep this distance from the player. If the monster has a backup, he'll use it if too clode, otherwise, a negative value here means the monster will just stop running at the player at this distance.
Examples:
melee_range = 60 - monster will start swinging it player is closer than 60
melee_range = 0 - monster will never do a mele attack
melee_range = -100 - monster will never do a melee attack and will back away (if it has that ability) when player gets too close
missile_range - Maximum distance the player can be from the monster to be allowed to use it's ranged attack.
min_missile_range - Minimum distance the player can be from the monster to be allowed to use it's ranged attack.
bypass_missile_chance - Chance that a monster will NOT fire it's ranged attack, even when it has a clear shot. This, in effect, will make the monster come in more often than hang back and fire. A percentage (0 = always fire/never close in, 100 = never fire/always close in).- must be whole number
jump_chance - every time the monster has the opportunity to jump, what is the chance (out of 100) that he will... (100 = jump every time)- must be whole number
wakeup_distance - How far (max) the player can be away from the monster before it wakes up. This just means that if the monster can see the player, at what distance should the monster actually notice him and go for him.
DEFAULTS:
mintel = 64
melee_range = 48
missile_range = 1024
min_missile_range = 64
bypass_missile_chance = 10
jump_chance = 100
wakeup_distance = 1024
NOTE: A value of zero will result in defaults, if you actually want zero as the value, use -1
*/
/*QUAKED monster_bee (1.0 0.5 0.0) (-16 -16 -24) (16 16 16)
The bee
*/
/*QUAKED monster_chicken (1.0 0.5 0.0) (-16 -16 0) (16 16 32) AMBUSH ASLEEP EATING
The chicken
"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 monster_chkroktk (1.0 0.5 0.0) (-16 -16 -26) (16 16 26) AMBUSH ASLEEP
The chkroktk
*/
/*QUAKED monster_elflord (1.0 0.5 0.0) (-16 -16 0) (16 16 32)
*/
/*QUAKED monster_fish (1.0 0.5 0.0) (-25 -25 -14) (25 25 14)
The fish
"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 monster_gkrokon (1.0 0.5 0.0) (-20 -20 0) (20 20 32) AMBUSH ASLEEP EATING 8 16 32 64 FIXED WANDER MELEE_LEAD STALK COWARD RESTING EXTRA2 EXTRA3 EXTRA4
AMBUSH - Will not be woken up by other monsters or shots from player
ASLEEP - will not appear until triggered
EATING - Chomp chomp... chewie chomp
WANDER - Monster will wander around aimlessly (but follows buoys)
MELEE_LEAD - Monster will try to cut you off when you're running and fighting him, works well if there are a few monsters in a group, half doing this, half not
STALK - Monster will only approach and attack from behind- if you're facing the monster it will just stand there. Once the monster takes pain, however, it will stop this behaviour and attack normally
COWARD - Monster starts off in flee mode- runs away from you when woken up
"homebuoy" - monsters will head to this buoy if they don't have an enemy ("homebuoy" should be targetname of the buoy you want them to go to)
"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)
mintel - monster intelligence- this basically tells a monster how many buoys away an enemy has to be for it to give up.
melee_range - How close the player has to be, maximum, for the monster to go into melee. If this is zero, the monster will never melee. If it is negative, the monster will try to keep this distance from the player. If the monster has a backup, he'll use it if too clode, otherwise, a negative value here means the monster will just stop running at the player at this distance.
Examples:
melee_range = 60 - monster will start swinging it player is closer than 60
melee_range = 0 - monster will never do a mele attack
melee_range = -100 - monster will never do a melee attack and will back away (if it has that ability) when player gets too close
missile_range - Maximum distance the player can be from the monster to be allowed to use it's ranged attack.
min_missile_range - Minimum distance the player can be from the monster to be allowed to use it's ranged attack.
bypass_missile_chance - Chance that a monster will NOT fire it's ranged attack, even when it has a clear shot. This, in effect, will make the monster come in more often than hang back and fire. A percentage (0 = always fire/never close in, 100 = never fire/always close in).- must be whole number
jump_chance - every time the monster has the opportunity to jump, what is the chance (out of 100) that he will... (100 = jump every time)- must be whole number
wakeup_distance - How far (max) the player can be away from the monster before it wakes up. This just means that if the monster can see the player, at what distance should the monster actually notice him and go for him.
DEFAULTS:
mintel = 12
melee_range = 0
missile_range = 256
min_missile_range = 48
bypass_missile_chance = 0
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