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📄 quake2.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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model(":models/items/armor/shield/tris.md2");
}
*/

/*QUAKED item_quad (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/quaddama/tris.md2");
}
*/

/*QUAKED item_silencer (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/items/silencer/tris.md2");
}
*/

/*QUAKED key_airstrike_target (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/items/keys/target/tris.md2");
}
tank commander's head
*/

/*QUAKED key_blue_key (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/items/keys/key/tris.md2");
}
normal door key - blue
*/

/*QUAKED key_commander_head (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/monsters/commandr/head/tris.md2");
}
tank commander's head
*/

/*QUAKED key_data_cd (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/items/keys/data_cd/tris.md2");
}
key for computer centers
*/

/*QUAKED key_data_spinner (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/items/keys/spinner/tris.md2");
}
key for the city computer
*/

/*QUAKED key_pass (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/items/keys/pass/tris.md2");
}
security pass for the security level
*/

/*QUAKED key_power_cube (0.0 0.5 0.8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
{
model(":models/items/keys/power/tris.md2");
}
warehouse circuits
*/

/*QUAKED key_pyramid (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/items/keys/pyramid/tris.md2");
}
key for the entrance of jail3
*/

/*QUAKED key_red_key (0.0 0.5 0.8) (-16 -16 -16) (16 16 16)
{
model(":models/items/keys/red_key/tris.md2");
}
normal door key - red
*/


/*QUAKED _light_style
{
choice "style"
 (
  (0,"normal")
  (1,"flicker (first variety)")
  (2,"slow strong pulse")
  (3,"candle (first variety)")
  (4,"fast strobe")
  (5,"gentle pulse 1")
  (6,"flicker (second variety)")
  (7,"candle (second variety)")
  (8,"candle (third variety)")
  (9,"slow strobe (fourth variety)")
  (10,"fluorescent flicker")
  (11,"slow pulse not fade to black")
 );
q2_color "_color";
}
*/

/*QUAKED light (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_OFF
{
base("_light_style");
}
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_mine1 (0.0 1.0 0.0) (-2 -2 -12) (2 2 12)
{
base("_light_style");
model(":models/objects/minelite/light1/tris.md2");
}
*/

/*QUAKED light_mine2 (0.0 1.0 0.0) (-2 -2 -12) (2 2 12)
{
base("_light_style");
model(":models/objects/minelite/light2/tris.md2");
}
*/

/*QUAKED misc_actor (1.0 0.5 0.0) (-16 -16 -24) (16 16 32)
{
model(":players/male/tris.md2");
}
*/

/*QUAKED misc_banner (1.0 0.5 0.0) (-4 -4 -4) (4 4 4)
{
model(":models/objects/banner/tris.md2");
}
The origin is the bottom of the banner.
The banner is 128 tall.
*/

/*QUAKED misc_bigviper (1.0 0.5 0.0) (-176 -120 -24) (176 120 72)
{
model(":models/ships/bigviper/tris.md2");
}
This is a large stationary viper as seen in Paul's intro
*/

/*QUAKED misc_blackhole (1.0 0.5 0.0) (-8 -8 -8) (8 8 8)
{
model(":models/objects/black/tris.md2");
}
*/

/*QUAKED misc_deadsoldier (1.0 0.5 0.0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
{
model(":models/deadbods/dude/tris.md2");
}
This is the dead player model. Comes in 6 exciting different poses!
*/

/*QUAKED misc_easterchick (1.0 0.5 0.0) (-32 -32 0) (32 32 32)
{
model(":models/monsters/bitch/tris.md2");
}
*/

/*QUAKED misc_easterchick2 (1.0 0.5 0.0) (-32 -32 0) (32 32 32)
{
model(":models/monsters/bitch/tris.md2");
}
*/

/*QUAKED misc_eastertank (1.0 0.5 0.0) (-32 -32 -16) (32 32 32)
{
model(":models/monsters/tank/tris.md2");
}
*/

/*QUAKED misc_explobox (0.0 0.5 0.8) (-16 -16 0) (16 16 40)
{
model(":models/objects/barrels/tris.md2");
}
Large exploding box.  You can override its mass (100),
health (80), and dmg (150).
*/

/*QUAKED misc_gib_arm (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
{
model(":models/objects/gibs/arm/tris.md2");
}
Intended for use with the target_spawner
*/

/*QUAKED misc_gib_head (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
{
model(":models/objects/gibs/head/tris.md2");
}
Intended for use with the target_spawner
*/

/*QUAKED misc_gib_leg (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
{
model(":models/objects/gibs/leg/tris.md2");
}
Intended for use with the target_spawner
*/

/*QUAKED misc_insane (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND
{
model(":models/monsters/insane/tris.md2");
}
*/

/*QUAKED misc_satellite_dish (1.0 0.5 0.0) (-64 -64 0) (64 64 128)
{
model(":models/objects/satellite/tris.md2");
}
*/

/*QUAKED misc_strogg_ship (1.0 0.5 0.0) (-16 -16 0) (16 16 32)
{
model(":models/ships/strogg1/tris.md2");
}
This is a Storgg ship for the flybys.
It is trigger_spawned, so you must have something use it for it to show up.
There must be a path for it to follow once it is activated.

"speed"		How fast it should fly
*/

/*QUAKED misc_teleporter (1.0 0.0 0.0) (-32 -32 -24) (32 32 -16)
{
model(":models/objects/dmspot/tris.md2");
}
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
*/

/*QUAKED misc_teleporter_dest (1.0 0.0 0.0) (-32 -32 -24) (32 32 -16)
{
model(":models/objects/dmspot/tris.md2");
}
Point teleporters at these.
*/

/*QUAKED misc_viper (1.0 0.5 0.0) (-16 -16 0) (16 16 32)
{
model(":models/ships/viper/tris.md2");
}
This is the Viper for the flyby bombing.
It is trigger_spawned, so you must have something use it for it to show up.
There must be a path for it to follow once it is activated.

"speed"		How fast the Viper should fly
*/

/*QUAKED misc_viper_bomb (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
{
model(":models/objects/bomb/tris.md2");
}
"dmg"	how much boom should the bomb make?
*/

/*QUAKED monster_berserk (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/berserk/tris.md2");
}
*/

/*QUAKED monster_boss2 (1.0 0.5 0.0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
{
model(":models/monsters/boss2/tris.md2");
}
*/

/*QUAKED monster_boss3_stand (1.0 0.5 0.0) (-32 -32 0) (32 32 90)
{
model(":models/monsters/boss3/rider/tris.md2");
}

Just stands and cycles in one place until targeted, then teleports away.
*/

/*QUAKED monster_brain (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/brain/tris.md2");
}
*/

/*QUAKED monster_chick (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/bitch/tris.md2");
}
*/

/*QUAKED monster_commander_body (1.0 0.5 0.0) (-32 -32 0) (32 32 48)
{
model(":models/monsters/commandr/tris.md2");
}
Not really a monster, this is the Tank Commander's decapitated body.
There should be a item_commander_head that has this as it's target.
*/

/*QUAKED monster_flipper (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/flipper/tris.md2");
}
*/

/*QUAKED monster_floater (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/float/tris.md2");
}
*/

/*QUAKED monster_flyer (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/flyer/tris.md2");
}
*/

/*QUAKED monster_gladiator (1.0 0.5 0.0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
{
model(":models/monsters/gladiatr/tris.md2");
}
*/

/*QUAKED monster_gunner (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/gunner/tris.md2");
}
*/

/*QUAKED monster_hover (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/hover/tris.md2");
}
*/

/*QUAKED monster_infantry (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/infantry/tris.md2");
}
*/

/*QUAKED monster_jorg (1.0 0.5 0.0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
{
model(":models/monsters/boss3/rider/tris.md2");
}
*/

/*QUAKED monster_makron (1.0 0.5 0.0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
{
model(":models/monsters/boss3/rider/tris.md2");
}
*/

/*QUAKED monster_medic (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/medic/tris.md2");
}
*/

/*QUAKED monster_mutant (1.0 0.5 0.0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/mutant/tris.md2");
}
*/

/*QUAKED monster_parasite (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/parasite/tris.md2");
}
*/

/*QUAKED monster_soldier (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/soldier/tris.md2");
}
*/

/*QUAKED monster_soldier_light (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/soldier/tris.md2");
}
*/

/*QUAKED monster_soldier_ss (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
{
model(":models/monsters/soldier/tris.md2");
}
*/

/*QUAKED monster_supertank (1.0 0.5 0.0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
{
model(":models/monsters/boss1/tris.md2");
}
*/

/*QUAKED monster_tank (1.0 0.5 0.0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
{

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