📄 quake3.def
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/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
If an item is the target of another entity, it will not spawn in until fired.
An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
"notfree" if set to 1, don't spawn in free for all games
"notteam" if set to 1, don't spawn in team games
"notsingle" if set to 1, don't spawn in single player games
"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
"random" random number of plus or minus seconds varied from the respawn time
"count" override quantity or duration on most items.
*/
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
Only in CTF games
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
potential spawning position for deathmatch games.
The first time a player enters the game, they will be at an 'initial' spot.
Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
equivelant to info_player_deathmatch
*/
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The intermission will be viewed from this point. Target an info_notnull for the view direction.
*/
/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
*/
/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for in-game calculation, like jumppad targets.
target_position does the same thing
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
{
q2_color "_color";
}
Non-displayed light.
"light" overrides the default 300 intensity.
Linear checbox gives linear falloff instead of inverse square
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
*/
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
Now that we don't have teleport destination pads, this is just
an info_notnull
*/
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
{
list "model" ("lists/q3/modelsq3.lst");
}
"model" arbitrary .md3 file to display
*/
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
This must be within 64 world units of the surface!
*/
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
"roll" an angle modifier to orient the camera around the target vector;
*/
/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" the number of degrees of deviance from the taget. (1.0 default)
*/
/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the taget. (1.0 default)
*/
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the taget. (1.0 default)
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER
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
"model2" .md3 model to also draw
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"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)
"color" constantLight color
"light" constantLight radius
"health" if set, the door must be shot open
*/
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