📄 quake.def
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/*
dummy.qc created by QCParse copyright (c) 1997, 1998 Alexander Malmberg
99 classes
*/
/*QUAKED air_bubbles (0.0 0.5 0.8) (-8 -8 -8) (8 8 8)
testing air bubbles
*/
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
/*QUAKED event_lightning (0.0 1.0 1.0) (-16 -16 -16) (16 16 16)
Just for boss level.
*/
/*QUAKED func_bossgate (0.0 0.5 0.8) ?
This bmodel appears unless players have all of the episode sigils.
*/
/*QUAKED func_button (0.0 0.5 0.8) ?
{
choice "sounds"
(
(0,"steam metal")
(1,"wooden clunk")
(2,"metallic click")
(3,"in-out")
);
}
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" sound played
*/
/*QUAKED func_door (0.0 0.5 0.8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
{
choice "sounds"
(
(0,"no sound")
(1,"stone")
(2,"base")
(3,"stone chain")
(4,"screechy metal")
);
}
if two doors touch, they are assumed to be connected and operate as a unit.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"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" sound played
*/
/*QUAKED func_door_secret (0.0 0.5 0.8) ? open_once 1st_left 1st_down no_shoot always_shoot
{
choice "sounds"
(
(1,"medieval")
(2,"metal")
(3,"base")
);
}
Basic secret door. Slides back, then to the side. Angle determines direction.
wait = # of seconds before coming back
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back (or height if going down)
t_length = override LENGTH to move sideways
"dmg" damage to inflict when blocked (2 default)
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"sounds" sound played, default 3
*/
/*QUAKED func_episodegate (0.0 0.5 0.8) ? E1 E2 E3 E4
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
*/
/*QUAKED func_illusionary (0.0 0.5 0.8) ?
A simple entity that looks solid but lets you walk through it.
*/
/*QUAKED func_plat (0.0 0.5 0.8) ? PLAT_LOW_TRIGGER
{
choice "sounds"
(
(1,"base fast")
(2,"chain slow")
);
}
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.
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
"sounds" sound played, default 2
*/
/*QUAKED func_train (0.0 0.5 0.8) ?
{
choice "sounds"
(
(0,"no sound")
(1,"ratchet metal")
);
}
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
"sounds" sound played
*/
/*QUAKED func_wall (0.0 0.5 0.8) ?
This is just a solid wall if not inhibitted
*/
/*QUAKED info_intermission (1.0 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch yaw roll'
*/
/*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 24)
{ model(":progs/player.mdl"); }
potential spawning position for coop games
*/
/*QUAKED info_player_deathmatch (1.0 0.0 1.0) (-16 -16 -24) (16 16 24)
{ model(":progs/player.mdl"); }
potential spawning position for deathmatch games
*/
/*QUAKED info_player_start (1.0 0.0 0.0) (-16 -16 -24) (16 16 24)
{ model(":progs/player.mdl"); }
The normal starting point for a level.
*/
/*QUAKED info_player_start2 (1.0 0.0 0.0) (-16 -16 -24) (16 16 24)
{ model(":progs/player.mdl"); }
Only used on start map for the return point from an episode.
*/
/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 32)
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
*/
/*QUAKED item_armor1 (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/armor.mdl"); }
*/
/*QUAKED item_armor2 (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/armor.mdl"); }
*/
/*QUAKED item_armorInv (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/armor.mdl"); }
*/
/*QUAKED item_artifact_envirosuit (0.0 0.5 0.8) (-16 -16 -24) (16 16 32)
{ model(":progs/suit.mdl"); }
Player takes no damage from water or slime for 30 seconds
*/
/*QUAKED item_artifact_invisibility (0.0 0.5 0.8) (-16 -16 -24) (16 16 32)
{ model(":progs/invisibl.mdl"); }
Player is invisible for 30 seconds
*/
/*QUAKED item_artifact_invulnerability (0.0 0.5 0.8) (-16 -16 -24) (16 16 32)
{ model(":progs/invulner.mdl"); }
Player is invulnerable for 30 seconds
*/
/*QUAKED item_artifact_super_damage (0.0 0.5 0.8) (-16 -16 -24) (16 16 32)
{ model(":progs/quaddama.mdl"); }
The next attack from the player will do 4x damage
*/
/*QUAKED item_cells (0.0 0.5 0.8) (0 0 0) (32 32 32) big
*/
/*QUAKED item_health (0.3 0.3 1.0) (0 0 0) (32 32 32) rotten megahealth
Health box. Normally gives 25 points.
Rotten box heals 5-10 points,
megahealth will add 100 health, then
rot you down to your maximum health limit,
one point per second.
*/
/*QUAKED item_key1 (0.0 0.5 0.8) (-16 -16 -24) (16 16 32)
{ model(":progs/w_s_key.mdl"); }
SILVER key
In order for keys to work
you MUST set your maps
worldtype to one of the
following:
0: medieval
1: metal
2: base
*/
/*QUAKED item_key2 (0.0 0.5 0.8) (-16 -16 -24) (16 16 32)
{ model(":progs/w_g_key.mdl"); }
GOLD key
In order for keys to work
you MUST set your maps
worldtype to one of the
following:
0: medieval
1: metal
2: base
*/
/*QUAKED item_rockets (0.0 0.5 0.8) (0 0 0) (32 32 32) big
*/
/*QUAKED item_shells (0.0 0.5 0.8) (0 0 0) (32 32 32) big
*/
/*QUAKED item_sigil (0.0 0.5 0.8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
{
model(":progs/end1.mdl");
default("spawnflags","1");
}
End of level sigil, pick up to end episode and return to jrstart. You MUST set one of the spawnflags.
*/
/*QUAKED item_spikes (0.0 0.5 0.8) (0 0 0) (32 32 32) big
*/
/*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")
);
}
*/
/*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
If targeted, it will toggle between on or off.
Default "style" is 0.
*/
/*QUAKED light_flame_large_yellow (0.0 1.0 0.0) (-10 -10 -12) (12 12 18)
{
base("_light_style");
model(":progs/flame2.mdl");
}
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