📄 quake2.def
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/*
dummy.c created by QCParse copyright (c) 1997, 1998 Alexander Malmberg
148 classes
*/
/*QUAKED info_player_coop (1.0 0.0 1.0) (-16 -16 -24) (16 16 32)
{
model("c:/Quake2/baseq2/players/male/tris.md2");
}
potential spawning position for coop games
*/
/*QUAKED info_player_deathmatch (1.0 0.0 1.0) (-16 -16 -24) (16 16 32)
{
model("c:/Quake2/baseq2/players/male/tris.md2");
}
potential spawning position for deathmatch games
*/
/*QUAKED info_player_start (1.0 0.0 0.0) (-16 -16 -24) (16 16 32)
{
model("c:/Quake2/baseq2/players/male/tris.md2");
}
The normal starting point for a level.
*/
/*QUAKED ammo_bullets (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/ammo/bullets/medium/tris.md2");
}
*/
/*QUAKED ammo_cells (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/ammo/cells/medium/tris.md2");
}
*/
/*QUAKED ammo_grenades (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/ammo/grenades/medium/tris.md2");
}
*/
/*QUAKED ammo_rockets (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/ammo/rockets/medium/tris.md2");
}
*/
/*QUAKED ammo_shells (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/ammo/shells/medium/tris.md2");
}
*/
/*QUAKED ammo_slugs (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/ammo/slugs/medium/tris.md2");
}
*/
/*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) ?
{
choice "sounds" ((0,"sound") (1,"no sound"));
}
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" set to 1 for no sound
*/
/*QUAKED func_clock (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
{
choice "style"
(
(0,"xx")
(1,"xx:xx")
(2,"xx:xx:xx")
);
}
target a target_string with this
The default is to be a time of day clock
TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
If START_OFF, this entity must be used before it starts
"style" 0 "xx"
1 "xx:xx"
2 "xx:xx:xx"
*/
/*QUAKED func_conveyor (0.0 0.5 0.8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed default 100
*/
/*QUAKED func_door (0.0 0.5 0.8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
{
choice "sounds" ((0,"sound") (1,"no sound"));
}
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
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds" set to 1 for no sound
*/
/*QUAKED func_door_rotating (0.0 0.5 0.8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
{
choice "sounds" ((0,"sound") (1,"no sound"));
}
TOGGLE causes the door to 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
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.
REVERSE will cause the door to rotate in the opposite direction.
"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
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"dmg" damage to inflict when blocked (2 default)
"sounds" set to 1 for no sound
*/
/*QUAKED func_door_secret (0.0 0.5 0.8) ? always_shoot 1st_left 1st_down
A secret door. Slide back and then to the side.
open_once doors never closes
1st_left 1st move is left of arrow
1st_down 1st move is down from arrow
always_shoot door is shootebale even if targeted
"angle" determines the direction
"dmg" damage to inflic when blocked (default 2)
"wait" how long to hold in the open position (default 5, -1 means hold)
*/
/*QUAKED func_explosive (0.0 0.5 0.8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
Any brush that you want to explode or break apart. If you want an
ex0plosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.
If targeted it will not be shootable.
health defaults to 100.
mass defaults to 75. This determines how much debris is emitted when
it explodes. You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16). So 800 gives the most.
*/
/*QUAKED func_group (0.0 0.0 0.0) ?
Used to group brushes together just for editor convenience.
*/
/*QUAKED func_killbox (1.0 0.0 0.0) ?
Kills everything inside when fired, irrespective of protection.
*/
/*QUAKED func_object (0.0 0.5 0.8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
This is solid bmodel that will fall if it's support it removed.
*/
/*QUAKED func_plat (0.0 0.5 0.8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
*/
/*QUAKED func_rotating (0.0 0.5 0.8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction.
STOP mean it will stop moving instead of pushing entities
*/
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
"delay" delay before first firing when turned on, default is 0
"pausetime" additional delay used only the very first time
and only if spawned with START_ON
These can used but not touched.
*/
/*QUAKED func_train (0.0 0.5 0.8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
noise looping sound to play when the train is in motion
*/
/*QUAKED func_wall (0.0 0.5 0.8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
This is just a solid wall if not inhibited
TRIGGER_SPAWN the wall will not be present until triggered
it will then blink in to existance; it will
kill anything that was in it's way
TOGGLE only valid for TRIGGER_SPAWN walls
this allows the wall to be turned on and off
START_ON only valid for TRIGGER_SPAWN walls
the wall will initially be present
*/
/*QUAKED func_water (0.0 0.5 0.8) ? START_OPEN
{
choice "sounds"
(
(0,"no sound")
(1,"water")
(2,"lava")
);
}
func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
START_OPEN causes the water to move to its destination when spawned and operate in reverse.
"angle" determines the opening direction (up or down only)
"speed" movement speed (25 default)
"wait" wait before returning (-1 default, -1 = TOGGLE)
"lip" lip remaining at end of move (0 default)
"sounds" (yes, these need to be changed)
0) no sound
1) water
2) lava
*/
/*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_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 item_adrenaline (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/adrenal/tris.md2");
}
gives +1 to maximum health
*/
/*QUAKED item_ancient_head (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/c_head/tris.md2");
}
Special item that gives +2 to maximum health
*/
/*QUAKED item_armor_body (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/armor/body/tris.md2");
}
*/
/*QUAKED item_armor_combat (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/armor/combat/tris.md2");
}
*/
/*QUAKED item_armor_jacket (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/armor/jacket/tris.md2");
}
*/
/*QUAKED item_armor_shard (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/armor/shard/tris.md2");
}
*/
/*QUAKED item_bandolier (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/band/tris.md2");
}
*/
/*QUAKED item_breather (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/breather/tris.md2");
}
*/
/*QUAKED item_enviro (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/enviro/tris.md2");
}
*/
/*QUAKED item_health (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/healing/medium/tris.md2");
}
*/
/*QUAKED item_health_large (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/healing/large/tris.md2");
}
*/
/*QUAKED item_health_mega (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/mega_h/tris.md2");
}
*/
/*QUAKED item_health_small (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/healing/stimpack/tris.md2");
}
*/
/*QUAKED item_invulnerability (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/invulner/tris.md2");
}
*/
/*QUAKED item_pack (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/pack/tris.md2");
}
*/
/*QUAKED item_power_screen (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/armor/screen/tris.md2");
}
*/
/*QUAKED item_power_shield (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
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