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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/monsters/tank/tris.md2");
}
*/

/*QUAKED monster_tank_commander (1.0 0.5 0.0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
{
model(":models/monsters/tank/tris.md2");
}
*/

/*QUAKED path_corner (0.5 0.3 0.0) (-8 -8 -8) (8 8 8) TELEPORT
Target: next path corner
Pathtarget: gets used when an entity that has
	this path_corner targeted touches it
*/

/*QUAKED point_combat (0.5 0.3 0.0) (-8 -8 -8) (8 8 8) Hold
Makes this the target of a monster and it will head here
when first activated before going after the activator.  If
hold is selected, it will stay here.
*/

/*QUAKED target_actor (0.5 0.3 0.0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
JUMP			jump in set direction upon reaching this target
SHOOT			take a single shot at the pathtarget
ATTACK			attack pathtarget until it or actor is dead 

"target"		next target_actor
"pathtarget"	target of any action to be taken at this point
"wait"			amount of time actor should pause at this point
"message"		actor will "say" this to the player

for JUMP only:
"speed"			speed thrown forward (default 200)
"height"		speed thrown upwards (default 200)
*/

/*QUAKED target_blaster (1.0 0.0 0.0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
Fires a blaster bolt in the set direction when triggered.

dmg		default is 15
speed	default is 1000
*/

/*QUAKED target_changelevel (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Changes level to "map" when fired
*/

/*QUAKED target_character (0.0 0.0 1.0) ?
used with target_string (must be on same "team")
"count" is position in the string (starts at 1)
*/

/*QUAKED target_crosslevel_target (0.5 0.5 0.5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit.  If multiple triggers are checked, all must be true.  Delay, target and
killtarget also work.

"delay"		delay before using targets if the trigger has been activated (default 1)
*/

/*QUAKED target_crosslevel_trigger (0.5 0.5 0.5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit.  It is OK to check multiple triggers.  Message, delay, target, and killtarget also work.
*/

/*QUAKED target_earthquake (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake.
All players and monsters are affected.
"speed"		severity of the quake (default:200)
"count"		duration of the quake (default:5)
*/

/*QUAKED target_explosion (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.

"delay"		wait this long before going off
"dmg"		how much radius damage should be done, defaults to 0
*/

/*QUAKED target_goal (1.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Counts a goal completed.
*/

/*QUAKED target_help (1.0 0.0 1.0) (-16 -16 -24) (16 16 24) help1
When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
*/

/*QUAKED target_laser (0.0 0.5 0.8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
When triggered, fires a laser.  You can either set a target
or a direction.
*/

/*QUAKED target_lightramp (0.0 0.5 0.8) (-8 -8 -8) (8 8 8) TOGGLE
speed		How many seconds the ramping will take
message		two letters; starting lightlevel and ending lightlevel
*/

/*QUAKED target_secret (1.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Counts a secret found.
*/

/*QUAKED target_spawner (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Set target to the type of entity you want spawned.
Useful for spawning monsters and gibs in the factory levels.

For monsters:
	Set direction to the facing you want it to have.

For gibs:
	Set direction if you want it moving and
	speed how fast it should be moving otherwise it
	will just be dropped
*/

/*QUAKED target_speaker (1.0 0.0 0.0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
{
choice "attenuation"
 (
  ("-1","none, send to whole level")
  ("1","normal fighting sounds")
  ("2","idle sound level")
  ("3","ambient sound level")
 );
list "noise" ("lists/q2/sounds.lst");
}
"noise"		wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume"	0.0 to 1.0

Normal sounds play each time the target is used.  The reliable flag can be set for crucial voiceovers.

Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/

/*QUAKED target_splash (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
{
choice "sounds"
 (
  (1,"sparks")
  (2,"blue water")
  (3,"brown water")
  (4,"slime")
  (5,"lava")
  (6,"blood")
 );
}
Creates a particle splash effect when used.

Set "sounds" to one of the following:
  1) sparks
  2) blue water
  3) brown water
  4) slime
  5) lava
  6) blood

"count"	how many pixels in the splash
"dmg"	if set, does a radius damage at this location when it splashes
		useful for lava/sparks
*/

/*QUAKED target_string (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
*/

/*QUAKED target_temp_entity (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.
"style"		type byte
*/

/*QUAKED trigger_always (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
*/

/*QUAKED trigger_counter (0.5 0.5 0.5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.

If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.

After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/

/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/

/*QUAKED trigger_gravity (0.5 0.5 0.5) ?
Changes the touching entites gravity to
the value of "gravity".  1.0 is standard
gravity for the level.
*/

/*QUAKED trigger_hurt (0.5 0.5 0.5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.

It does dmg points of damage each server frame

SILENT			supresses playing the sound
SLOW			changes the damage rate to once per second
NO_PROTECTION	*nothing* stops the damage

"dmg"			default 5 (whole numbers only)

*/

/*QUAKED trigger_key (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)
{
choice "item"
 (
  ("key_airstrike_target","")
  ("key_blue_key","")
  ("key_commander_head","")
  ("key_data_cd","")
  ("key_data_spinner","")
  ("key_pass","")
  ("key_power_cube","")
  ("key_pyramid","")
  ("key_red_key","")
 );
}
A relay trigger that only fires it's targets if player has the proper key.
Use "item" to specify the required key, for example "key_data_cd"
*/

/*QUAKED trigger_monsterjump (0.5 0.5 0.5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/

/*QUAKED trigger_multiple (0.5 0.5 0.5) ? MONSTER NOT_PLAYER TRIGGERED
{
choice "sounds"
 (
  (0,"no sound")
  (1,"secret")
  (2,"beep beep")
  (3,"large switch")
 );
}
Variable sized repeatable trigger.  Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
"sounds"
1)	secret
2)	beep beep
3)	large switch
set "message" to text string
*/

/*QUAKED trigger_once (0.5 0.5 0.5) ? x x TRIGGERED
{
choice "sounds"
 (
  (0,"no sound")
  (1,"secret")
  (2,"beep beep")
  (3,"large switch")
 );
}
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".

If TRIGGERED, this trigger must be triggered before it is live.

"sounds"
 1)	secret
 2)	beep beep
 3)	large switch

"message"	string to be displayed when triggered
*/

/*QUAKED trigger_push (0.5 0.5 0.5) ? PUSH_ONCE
Pushes the player
"speed"		defaults to 1000
*/

/*QUAKED trigger_relay (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/

/*QUAKED turret_base (0.0 0.0 0.0) ?
This portion of the turret changes yaw only.
MUST be teamed with a turret_breach.
*/

/*QUAKED turret_breach (0.0 0.0 0.0) ?
This portion of the turret can change both pitch and yaw.
The model  should be made with a flat pitch.
It (and the associated base) need to be oriented towards 0.
Use "angle" to set the starting angle.

"speed"		default 50
"dmg"		default 10
"angle"		point this forward
"target"	point this at an info_notnull at the muzzle tip
"minpitch"	min acceptable pitch angle : default -30
"maxpitch"	max acceptable pitch angle : default 30
"minyaw"	min acceptable yaw angle   : default 0
"maxyaw"	max acceptable yaw angle   : default 360
*/

/*QUAKED turret_driver (1.0 0.5 0.0) (-16 -16 -24) (16 16 32)
{
model(":models/monsters/infantry/tris.md2");
}
Must NOT be on the team with the rest of the turret parts.
Instead it must target the turret_breach.
*/

/*QUAKED viewthing (0.0 0.5 0.8) (-8 -8 -8) (8 8 8)
Just for the debugging level.  Don't use
*/

/*QUAKED weapon_bfg (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_bfg/tris.md2");
}
*/

/*QUAKED weapon_chaingun (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_chain/tris.md2");
}
*/

/*QUAKED weapon_grenadelauncher (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_launch/tris.md2");
}
*/

/*QUAKED weapon_hyperblaster (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_hyperb/tris.md2");
}
*/

/*QUAKED weapon_machinegun (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_machn/tris.md2");
}
*/

/*QUAKED weapon_railgun (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_rail/tris.md2");
}
*/

/*QUAKED weapon_rocketlauncher (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_rocket/tris.md2");
}
*/

/*QUAKED weapon_shotgun (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_shotg/tris.md2");
}
*/

/*QUAKED weapon_supershotgun (0.3 0.3 1.0) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/g_shotg2/tris.md2");
}
*/

/*QUAKED worldspawn (0.0 0.0 0.0) ?
{
choice "sky"
 (
  ("unit1_","")
  ("unit2_","")
  ("unit3_","")
  ("unit4_","")
  ("unit5_","")
  ("unit6_","")
  ("unit7_","")
  ("unit8_","")
  ("unit9_","")
  ("space1","")
 );
}

Only used for the world.
"sky"		environment map name
"skyaxis"	vector axis for rotating sky
"skyrotate"	speed of rotation in degrees/second
"sounds"	music cd track number
"gravity"	800 is default gravity
"message"	text to print at user logon
*/

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