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Large yellow flame ball
Default "style" is 0.
*/
/*QUAKED light_flame_small_white (0.0 1.0 0.0) (-10 -10 -40) (10 10 40) START_OFF
{
base("_light_style");
model(":progs/flame2.mdl");
}
Small white flame ball
Default "style" is 0.
*/
/*QUAKED light_flame_small_yellow (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_OFF
{
base("_light_style");
model(":progs/flame2.mdl");
}
Small yellow flame ball
Default "style" is 0.
*/
/*QUAKED light_fluoro (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.
Makes steady fluorescent humming sound
Default "style" is 0.
*/
/*QUAKED light_fluorospark (0.0 1.0 0.0) (-8 -8 -8) (8 8 8)
{
base("_light_style");
}
Non-displayed light.
Default light value is 300
Default style is 10
Makes sparking, broken fluorescent sound
*/
/*QUAKED light_globe (0.0 1.0 0.0) (-8 -8 -8) (8 8 8)
{
base("_light_style");
}
Sphere globe light.
Default light value is 300
Default style is 0
*/
/*QUAKED light_torch_small_walltorch (0.0 0.5 0.0) (-10 -10 -20) (10 10 20)
{
base("_light_style");
model(":progs/flame.mdl");
}
Short wall torch
Default light value is 200
Default style is 0
*/
/*QUAKED misc_explobox (0.0 0.5 0.8) (0 0 0) (32 32 64)
Exploding box.
*/
/*QUAKED misc_explobox2 (0.0 0.5 0.8) (0 0 0) (32 32 64)
Smaller exploding box, REGISTERED ONLY
*/
/*QUAKED misc_fireball (0.0 0.5 0.8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
/*QUAKED misc_noisemaker (1.0 0.5 0.0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
/*QUAKED misc_teleporttrain (0.0 0.5 0.8) (-8 -8 -8) (8 8 8)
{ model(":progs/teleport.mdl"); }
This is used for the final bos
*/
/*QUAKED monster_army (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) Ambush
{ model(":progs/soldier.mdl"); }
*/
/*QUAKED monster_boss (1.0 0.0 0.0) (-128 -128 -24) (128 128 256)
{ model(":progs/boss.mdl"); }
*/
/*QUAKED monster_demon1 (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) Ambush
{ model(":progs/demon.mdl"); }
*/
/*QUAKED monster_dog (1.0 0.0 0.0) (-32 -32 -24) (32 32 40) Ambush
{ model(":progs/dog.mdl"); }
*/
/*QUAKED monster_enforcer (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) Ambush
{ model(":progs/enforcer.mdl"); }
*/
/*QUAKED monster_fish (1.0 0.0 0.0) (-16 -16 -24) (16 16 24) Ambush
{ model(":progs/fish.mdl"); }
*/
/*QUAKED monster_hell_knight (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) Ambush
{ model(":progs/hknight.mdl"); }
*/
/*QUAKED monster_knight (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) Ambush
{ model(":progs/knight.mdl"); }
*/
/*QUAKED monster_ogre (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) Ambush
{ model(":progs/ogre.mdl"); }
*/
/*QUAKED monster_oldone (1.0 0.0 0.0) (-16 -16 -24) (16 16 32)
{ model(":progs/oldone.mdl"); }
*/
/*QUAKED monster_shalrath (1.0 0.0 0.0) (-32 -32 -24) (32 32 48) Ambush
{ model(":progs/shalrath.mdl"); }
*/
/*QUAKED monster_shambler (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) Ambush
{ model(":progs/shambler.mdl"); }
*/
/*QUAKED monster_tarbaby (1.0 0.0 0.0) (-16 -16 -24) (16 16 24) Ambush
{ model(":progs/tarbaby.mdl"); }
*/
/*QUAKED monster_wizard (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) Ambush
{ model(":progs/wizard.mdl"); }
*/
/*QUAKED monster_zombie (1.0 0.0 0.0) (-16 -16 -24) (16 16 32) Crucified ambush
{ model(":progs/zombie.mdl"); }
If crucified, stick the bounding box 12 pixels back into a wall to look right.
*/
/*QUAKED noclass (0.0 0.0 0.0) (-8 -8 -8) (8 8 8)
prints a warning message when spawned
*/
/*QUAKED path_corner (0.5 0.3 0.0) (-8 -8 -8) (8 8 8)
Monsters will continue walking towards the next target corner.
*/
/*QUAKED test_fodder (0.0 0.5 0.8) ?
beating guy
*/
/*QUAKED test_teleport (0.0 0.5 0.8) ?
Teleporter testing
*/
/*QUAKED trap_shooter (0.0 0.5 0.8) (-8 -8 -8) (8 8 8) superspike laser
Continuously fires spikes.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
*/
/*QUAKED trap_spikeshooter (0.0 0.5 0.8) (-8 -8 -8) (8 8 8) superspike laser
When triggered, fires a spike in the direction set in QuakeEd.
Laser is only for REGISTERED.
*/
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
/*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, it 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_hurt (0.5 0.5 0.5) ?
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
*/
/*QUAKED trigger_jctest (0.5 0.5 0.5) ?
*/
/*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) ? notouch
{
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 "health" is set, the trigger must be killed to activate each time.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by other entities, not by touching.
NOTOUCH has been obsoleted by trigger_relay!
"sounds" sound to play
set "message" to text string
*/
/*QUAKED trigger_once (0.5 0.5 0.5) ? notouch
{
choice "sounds"
(
(0,"no sound")
(1,"secret")
(2,"beep beep")
(3,"large switch")
);
}
Variable sized trigger. 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 "health" is set, the trigger must be killed to activate.
If notouch is set, the trigger is only fired by other entities, not by touching.
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
"sounds" sound to play
set "message" to text string
*/
/*QUAKED trigger_onlyregistered (0.5 0.5 0.5) ?
Only fires if playing the registered version, otherwise prints the message
*/
/*QUAKED trigger_push (0.5 0.5 0.5) ? PUSH_ONCE
Pushes the player
*/
/*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. It can contain killtargets, targets, delays, and messages.
*/
/*QUAKED trigger_secret (0.5 0.5 0.5) ?
{
choice "sounds"
(
(1,"secret")
(2,"beep beep")
);
}
secret counter trigger
"sounds" sound to play, default 1
set "message" to text string
*/
/*QUAKED trigger_setskill (0.5 0.5 0.5) ?
sets skill level to the value of "message".
Only used on start map.
*/
/*QUAKED trigger_teleport (0.5 0.5 0.5) ? PLAYER_ONLY SILENT
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
*/
/*QUAKED viewthing (0.0 0.5 0.8) (-8 -8 -8) (8 8 8)
{ model(":progs/player.mdl"); }
Just for the debugging level. Don't use
*/
/*QUAKED weapon_grenadelauncher (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/g_rock.mdl"); }
*/
/*QUAKED weapon_lightning (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/g_light.mdl"); }
*/
/*QUAKED weapon_nailgun (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/g_nail.mdl"); }
*/
/*QUAKED weapon_rocketlauncher (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/g_rock2.mdl"); }
*/
/*QUAKED weapon_supernailgun (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/g_nail2.mdl"); }
*/
/*QUAKED weapon_supershotgun (0.0 0.5 0.8) (-16 -16 0) (16 16 32)
{ model(":progs/g_shot.mdl"); }
*/
/*QUAKED worldspawn (0.0 0.0 0.0) ?
{
choice "worldtype"
(
(0,"medieval")
(1,"metal")
(2,"base")
);
}
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
"worldtype" type of world
*/
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