📄 airq2.def
字号:
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
{
model(":vehicles/planes/attack/a10/tris.md2");
}
SINGLE-PLAYER START:
This point-entity specifies locations where single-players are
spawned. There must be at least one single-player start in a
map.
Keys:
sounds(bitflag): 0 = all vehicles
1 = aircraft
2 = helicopters
4 = ground vehicles
16 = drone
The 'sounds' key specifies which kinds of vehicle can spawn at
that spot. This value is used to specify specific starts for
specific vehicles, so that (for instance) an aircraft won't
spawn in a ground-vehicle garage. 'sounds' is a bitflag: you
can add these values together to let more than one type spawn
at the spot. Eg 1 + 2 = 3 will allow aircraft and helicopters
to spawn at the spot.
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
The 'spawnflags' key is used to specify which difficulty
levels and gameplay modes the player start won't be spawned
in. Normally (with spawnflags = 0) a player start is spawned
in all modes; but this key can be used to narrow this down.
'spawnflags' is a bitflag: you can add these values together
to prohibit the player start from spawning in more than one
mode. Eg 256 + 1024 = 1280 will prohibit the start from
spawning in easy or hard mode. Since AirQuake2 doesn't use
the single player mode or the difficulty levels, the
spawnflags are basically useless for now.
*/
/*QUAKED info_player_deathmatch (0 1 0) (-16 -16 -24) (16 16 32)
{
model(":vehicles/planes/fighter/mig29/tris.md2");
choice "aqteam"
(
("0","all teams")
("1","team 1")
("2","team 2")
);
}
DEATHMATCH START:
This point-entity specifies locations where deathmatch players
are spawned. There must be at least one deathmatch start in a
map.
Keys:
sounds(bitflag): 0 = all vehicles
1 = aircraft
2 = helicopters
4 = ground vehicles
16 = drone
The 'sounds' key specifies which kinds of vehicle can spawn at
that spot. This value is used to specify specific starts for
specific vehicles, so that (for instance) an aircraft won't
spawn in a ground-vehicle garage. 'sounds' is a bitflag: you
can add these values together to let more than one type spawn
at the spot. Eg 1 + 2 = 3 will allow aircraft and helicopters
to spawn at the spot.
aqteam(choices): 0 = all teams
1 = team 1
2 = team 2
The 'aqteam' key specifies which teams can spawn at that point
in teamplay mode. A value of 0 lets any team spawn there; this
is best for 'neutral' start points in between bases. A value of
1 or 2 will restrict it to team 1 or two respectively, and is
best for starts in or around each respective base.
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
The 'spawnflags' key is used to specify which difficulty
levels and gameplay modes the player start won't be spawned
in. Normally (with spawnflags = 0) a player start is spawned
in all modes; but this key can be used to narrow this down.
'spawnflags' is a bitflag: you can add these values together
to prohibit the player start from spawning in more than one
mode. Eg 256 + 1024 = 1280 will prohibit the start from
spawning in easy or hard mode. Since AirQuake2 doesn't use
the single player mode or the difficulty levels, the
spawnflags are basically useless for now.
*/
/*QUAKED misc_vehicle (0 0 1) (-16 -16 -8) (16 16 16)
{
model(":vehicles/ground/special/2s6/tris.md2");
choice "aqteam"
(
("0","no team")
("1","team 1")
("2","team 2")
);
default("count","0");
}
PARKED VEHICLE:
This is a vehicle that is parked on the ground, and will
explode if damaged enough. Certain features of the vehicle,
such as speedbrakes on/off if the vehicle is an aircraft, are
randomly determined at spawn. It is best to place these in
spots where player vehicles do not normally spawn and where
the vehicle is unlikely to block player vehicles.
Keys:
sounds(bitflag): Ok, here we go....
xxx
Vehicle Class--|||
Vehicle Category---||
Specific Vehicle----|
The 'sounds' key is used for specifying the vehicle you want
the parked vehicle to be. The keyvalue is composed of up to 3
integers. The first number specifies the class of the vehicle,
as in aircraft, helo, ground-vehicle etc. The second number
defines the category within that class, i.e. fighter, bomber,
transport. And the third number specifies the exact vehicle
within that category within that class, as in F-16, F-22,
EF-2000 and so on.
Sounds complicated? It is. But it mirrors the structure of the
vehicle selection dialog. The actual values to use are the
orders that the options come when they're in the selection
menu: For instance, the value '1' for the first number
specifies that the vehicle is an aircraft, since aircraft is
the first option in the menu. '2' for the second number
specifies that it's a bomber, the second option in the
aircraft class menu. And a '1' for the third specifies a
Tornado, the first option in the bomber category menu.
You don't have to specify each of the numbers, of course. If
you don't specify any number (ie you leave 'sounds' blank),
AirQuake2 will randomly choose a vehicle. If you only specify
the first number, it will randomly choose a vehicle from
within the class you specified. If you only specify the first
two numbers, it will randomly choose a vehicle from within the
category you specified.
eg: 211 = Apache (Helicopter, Attack, Apache)
12 = Random Bomber (Aircraft, Bomber)
321 = Scorpion (Ground-vehicle, Scout, Scorpion)
2 = Random Helicopter (Helicopter)
aqteam(choices): 0 = no team
1 = team 1
2 = team 2
The 'aqteam' key specifies which team the parked vehicle belongs
to. The upshot of this is deciding which team gets the frags
(see the next key below) when the vehicle is destroyed. A value
of 0 indicates a neutral team, meaning that the frag value below
is ignored.
This key has no effect in regular deathmatch.
count(integer): default 0
The 'count' key specifies what frag value the parked vehicle has.
This is used in teamplay; when a player on a different team
destroys the parked vehicle, he/she will get the frag amount
specified by this key. Likewise, if a member of the same team
destroys the parked vehicle, he/she will get negative the
specified frags for it.
This key has no effect in regular deathmatch.
*/
/*QUAKED enemy_drone (0 0 1) (-16 -16 -8) (16 16 16)
{
model(":vehicles/planes/fighter/f16/tris.md2");
}
ENEMY VEHICLE:
This is an enemy vehicle. At present all it will do is follow
a waypoint path; in future it will be able to break from the
path to engage targets, as well as being able to perform
scripted actions at each waypoint (eg attack a ground
structure or something)
At the present time (v0.83)this vehicle is very unfinished,
so it is recommended you don't use it in a map.
Keys:
target(string):
The 'target' key is used to link the drone to the waypoint it
is meant to go to. The 'target' string should match the
'targetname' string of the first waypoint. Waypoints are
defined by path_corners, in much the same was as a path for a
func_train is constructed. The target can also point to
another enemy_drone entity; this allows for a leader vehicle
that follows the waypoints, and other vehicles that follow the
leader. In this case, the target string should match the
'targetname' string of the leader enemy_drone.
Note: If the leader vehicle is destroyed, all the following
vehicles will adopt the leader's next waypoint.
targetname(string):
As described above, this is used to allow other drone vehicles
to follow the vehicle (as well as the more common purposes for
the targetname key, such as allowing the drone to be the
target of player-triggered effects). The 'targetname' string
must match the 'target' string of whatever you want to
follow/effect the vehicle.
sounds(bitflag):
xxx
Vehicle Class--|||
Vehicle Category---||
Specific Vehicle----|
See the description for this flag under the 'misc_vehicle'
point-entity, above.
*/
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
{
model(":models/items/ammo/bullets/medium/tris.md2");
}
AUTOCANNON/MACHINEGUN ROUNDS:
These point-entities are pickup items: they give you ammo when
you drive/fly over them and appear as spinning representations
of the ammo. After being picked up in deathmatch they respawn
about 30 seconds later.
Keys:
team(string):
The 'team' key is used for alternate respawning. Multiple
entities of different types that have the same 'team' string
are placed in the same spot. The first of them spawns; when
picked up, a random other one with the same 'team' string
respawns in its place about 30 seconds later. When that is
picked up, another random one respawns...
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
See the description for the spawnflags key under the
info_player_start/info_player_deathmatch entity, above.
*/
/*QUAKED ammo_sidewinder (.3 .3 1) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/aam/phoenix.md2");
}
SHORT-RANGE MISSILES:
These point-entities are pickup items: they give you ammo when
you drive/fly over them and appear as spinning representations
of the ammo. After being picked up in deathmatch they respawn
about 30 seconds later.
Keys:
team(string):
The 'team' key is used for alternate respawning. Multiple
entities of different types that have the same 'team' string
are placed in the same spot. The first of them spawns; when
picked up, a random other one with the same 'team' string
respawns in its place about 30 seconds later. When that is
picked up, another random one respawns...
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
See the description for the spawnflags key under the
info_player_start/info_player_deathmatch entity, above.
*/
/*QUAKED ammo_amraam (.3 .3 1) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/aam/amraam.md2");
}
LONG-RANGE MISSILES:
These point-entities are pickup items: they give you ammo when
you drive/fly over them and appear as spinning representations
of the ammo. After being picked up in deathmatch they respawn
about 30 seconds later.
Keys:
team(string):
The 'team' key is used for alternate respawning. Multiple
entities of different types that have the same 'team' string
are placed in the same spot. The first of them spawns; when
picked up, a random other one with the same 'team' string
respawns in its place about 30 seconds later. When that is
picked up, another random one respawns...
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
See the description for the spawnflags key under the
info_player_start/info_player_deathmatch entity, above.
*/
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/shell/shell.md2");
}
TANK CANNON SHELLS:
These point-entities are pickup items: they give you ammo when
you drive/fly over them and appear as spinning representations
of the ammo. After being picked up in deathmatch they respawn
about 30 seconds later.
Keys:
team(string):
The 'team' key is used for alternate respawning. Multiple
entities of different types that have the same 'team' string
are placed in the same spot. The first of them spawns; when
picked up, a random other one with the same 'team' string
respawns in its place about 30 seconds later. When that is
picked up, another random one respawns...
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
See the description for the spawnflags key under the
info_player_start/info_player_deathmatch entity, above.
*/
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/ffar/ffar.md2");
}
FFAR ROCKETS:
These point-entities are pickup items: they give you ammo when
you drive/fly over them and appear as spinning representations
of the ammo. After being picked up in deathmatch they respawn
about 30 seconds later.
Keys:
team(string):
The 'team' key is used for alternate respawning. Multiple
entities of different types that have the same 'team' string
are placed in the same spot. The first of them spawns; when
picked up, a random other one with the same 'team' string
respawns in its place about 30 seconds later. When that is
picked up, another random one respawns...
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
See the description for the spawnflags key under the
info_player_start/info_player_deathmatch entity, above.
*/
/*QUAKED ammo_bombs (.3 .3 1) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/bomb/tris.md2");
}
BOMBS:
These point-entities are pickup items: they give you ammo when
you drive/fly over them and appear as spinning representations
of the ammo. After being picked up in deathmatch they respawn
about 30 seconds later.
Keys:
team(string):
The 'team' key is used for alternate respawning. Multiple
entities of different types that have the same 'team' string
are placed in the same spot. The first of them spawns; when
picked up, a random other one with the same 'team' string
respawns in its place about 30 seconds later. When that is
picked up, another random one respawns...
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
See the description for the spawnflags key under the
info_player_start/info_player_deathmatch entity, above.
*/
/*QUAKED ammo_atgm (.3 .3 1) (-16 -16 -16) (16 16 16)
{
model(":models/weapons/hellfire/hellfire.md2");
}
AIR TO GROUND MISSILES:
These point-entities are pickup items: they give you ammo when
you drive/fly over them and appear as spinning representations
of the ammo. After being picked up in deathmatch they respawn
about 30 seconds later.
Keys:
team(string):
The 'team' key is used for alternate respawning. Multiple
entities of different types that have the same 'team' string
are placed in the same spot. The first of them spawns; when
picked up, a random other one with the same 'team' string
respawns in its place about 30 seconds later. When that is
picked up, another random one respawns...
spawnflags(bitflag): 256 = Not in easy mode
512 = Not in normal mode
1024 = Not in hard mode
2048 = Not in deathmatch mode
See the description for the spawnflags key under the
info_player_start/info_player_deathmatch entity, above.
*/
/*QUAKED misc_explobox (0 0 1) (-16 -16 0) (16 16 40)
{
model(":models/objects/oiltank/tris.md2");
choice "aqteam"
(
("0","no team")
("1","team 1")
("2","team 2")
);
default("mass","10000");
default("health","80");
default("dmg","150");
default("count","0");
}
OIL TANK:
This is an AirQuake2 oil-tank, ripe to be blown to
smithereens. Functionally it is exactly the same as the
original Quake2 exploding barrel, but with a different model
and bounding-box.
Keys:
mass(integer): Default 10000
The 'mass' key determines how heavy or light the oiltank is,
in practice determining how easy it is to push around with the
player and how far it gets pushed by explosions. In AirQuake2
this value should always be kept high (say around 10000) to
prevent the oiltank from moving at all.
health(integer): Default 80
The 'health' key determines how much damage the oiltank can
take before it pops its load.The default value is 80, increase
if you the tank to be tougher.
dmg (integer): Default 150
The 'dmg' integer determines how much splash damage the
oiltank does over how big a radius when it blows up. The
default of 150 is enough to dent a tank quite considerably.
aqteam(choices): 0 = no team
1 = team 1
2 = team 2
See the description for the 'aqteam' key under the misc_vehicle
entity above.
count(integer): default 0
See the description for the 'count' key under the misc_vehicle
entity above.
*/
/*QUAKED object_tree_single (0 1 0) (-8 -8 -8) (8 8 8)
{
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -