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📄 airq2.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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model(":models/objects/trees/palm/single.md2");
choice "sounds"
 (
  ("0","Random")
  ("1","Palm Tree")
 );
choice "mass"
 (
  ("0","Random")
  ("1","Position 1")
  ("2","Position 2")
  ("3","Position 3")
 );
default("health","25");
}

SINGLE TREE:

As the name suggests, object_tree_single is just a single
tree.

Keys:

sounds(choices): 0 = Random
                 1 = Palm Tree

The 'sounds' key specifies the variety of tree
spawned. Currently there are ony palm trees, but in future
there will be more types. 'Random' will randomly select a
type of tree; it isn't recommended, since the type of tree
selected may not fit the theme of your map.

mass(choices): 0 = Random
               1 = Position 1
               2 = Position 2
               3 = Position 3

The 'mass' key controls the position of the tree; each tree
has 3 different positions it can be in, varying in angle,
location and shape. 'Random' will randomly select a position.

health(integer): Default 25

The 'health' key determines how much damage the tree can take
before it is destroyed.
*/

/*QUAKED object_tree_multiple (0 1 0) (-8 -8 -8) (8 8 8)
{
model(":models/objects/trees/palm/multiple.md2");
choice "sounds"
 (
  ("0","Random")
  ("1","Palm Tree")
 );
choice "mass"
 (
  ("0","Random")
  ("1","Position 1")
  ("2","Position 2")
  ("3","Position 3")
 );
default("health","25");
}

MULTIPLE TREES:

object_tree_multiple is a group of three trees around a
central point.  Use it when you want to do groups of trees; it
is much more economical than using lots of single trees
because it means fewer entities.

Keys:

sounds(choices): 0 = Random
                 1 = Palm Tree

The 'sounds' key specifies the variety of tree
spawned. Currently there are ony palm trees, but in future
there will be more types.  'Random' will randomly select a
type of tree; it isn't recommended, since the type of tree
selected may not fit the theme of your map.

mass(choices): 0 = Random
               1 = Position 1
               2 = Position 2
               3 = Position 3

The 'mass' key controls the position of the trees; each tree
has 3 different positions it can be in, varying in angle,
location and shape. 'Random' will randomly select a position.

health(integer): Default 25

The 'health' key determines how much damage the tree(s) can
take before it is destroyed.  
*/

/*QUAKED object_tent (0 1 0) (-8 -8 -8) (8 8 8)
{
model(":models/objects/tent/tent_small.md2");
choice "sounds"
 (
  ("0","Random")
  ("1","Stripy circus-style")
  ("2","Forest camo")
  ("3","Desert camo")
 );
choice "aqteam"
 (
  ("0","no team")
  ("1","team 1")
  ("2","team 2")
 );
default("health","50");
default("count","0");
}

TENT:

A tent. (Campers  - go away!)

Keys:

sounds(choices): 0 = Random
                 1 = Stripy circus-style
                 2 = Forest camo
                 3 = Desert camo

The sounds key determines the camoflage of the tent. 'Random'
randomly selects a camoflage color.

health(integer): Default 50

Health determines how much damage the tent can take before it
is destroyed.

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 func_runway (1 1 0) ?

RUNWAY:

This brush entity specifies that the brush is 'land-onable' by
aircraft.  Make sure that the runway is flat, that all
separate pieces of runway are handled by separate entities,
and avoid angled runways. This is because in AirQuake2 you
land on the _bounding-box_ of the runway, not on the runway
surface itself.

For ground vehicles to be able to cross it it should not be
higher than 1 unit above the neighboring brushes.

Keys:

It has no keys at the moment.
*/

/*QUAKED func_water (0.0 0.5 0.8) ? START_OPEN
{
choice "sounds"
 (
  (0,"no sound")
  (1,"water")
  (2,"lava")
 );
default("speed","25");
default("wait","-1");
default("lip","0");
}

MOVABLE WATER:

func_water is a moveable water brush.  It must be targeted to
operate.  Use a non-water texture at your own risk.

Spawnflags:

START_OPEN causes the water to move to its destination when
    spawned and operate in reverse.

Keys:

angle(integer): determines the opening direction (up or down only)
targetname(string): if set, no touch field will be spawned and
    a remote button or trigger field activates the door.
speed(integer): movement speed (25 default)
wait(integer): wait before returning (-1 default, -1 = TOGGLE)
    return)
lip(integer): lip remaining at end of move (0 default)
sounds(choices): 0 = no sound
                 1 = water
                 2 = lava
*/

/*QUAKED func_explosive (0.0 0.5 0.8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
{
choice "aqteam"
 (
  ("0","no team")
  ("1","team 1")
  ("2","team 2")
 );
default("health","100");
default("mass","75");
default("count","0");
}

DESTRUCTIBLE STRUCTURE:

This is your bog-standard destructible brush, used for
buildings, walls, bridges and pretty much anything else you
want to be able to be blown up. If you want an explosion, set
dmg and it will do a radius explosion of that amount at the
center of the brush. It differs from the regular Quake2
implementation in that it has a few extra AirQuake2-specific
keys.

Keys:

targetname(string): If targeted it will not be shootable.
health(integer): defaults to 100.
mass(integer): defaults to 75.  This determines how much
    debris is emitted when it explodes.  You get one large
    chunk per 100 of mass (up to 8) and one small chunk per 25
    of mass (up to 16).  So 800 gives the most.
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.

message(string):

The 'message' key specifies the name of the structure: This is
used for the death message printed when the structure is
destroyed.
The format of the death message is as follows: "<player's
name> destroyed <name of team>'s <name of building>". So, for
instance if the player 'Uberian' destroyed a structure whose
message keyvalue was 'Sewage Plant' and which belonged to the
NATO team, the death message would read "Uberian destroyed
NATO's Sewage Plant".
It is therefore important to phrase your structure's name to
avoid 'the's or 'a's at the beginning, so that it makes
grammatical sense as part of the death message.
*/

/*QUAKED trigger_recharge (0 1 1) ?
{
choice "aqteam"
 (
  ("0","no team")
  ("1","team 1")
  ("2","team 2")
 );
}

RECHARGE AREA:

This is an invisible brush entity that, when triggered (by
driving into it and cutting speed to 0) will slowly recharge
the vehicle.

Keys:

sounds(bitflag): 0 = all vehicles
                 1 = aircraft
                 2 = helicopters
                 4 = ground vehicles

The 'sounds' key specifies which kinds of vehicle can use the
recharge area. Vehicles that aren't of the specified type
don't get recharged by it. 'sounds' is a bitflag: you can add
these values together to allow the area to recharge more than
one type of vehicle. Eg 1 + 2 = 3 will allow aircraft and
helicopters to recharge at the area.  

aqteam(choices): 0 = no team
                 1 = team 1
                 2 = team 2

As you'd expect, the 'aqteam' key controls which team can recharge
at the recharge area. If the value ofthis key is 0, any team can
use the recharge area (the mechanics aren't too picky about which
planes they patch up unless they're specifically told, you see).
This key has no effect in regular deathmatch.
*/

/*QUAKED trigger_hurt (0.5 0.5 0.5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
{
default("dmg","5");
}

DAMAGING AREA :

Any entity that touches this will be hurt. It does dmg points
of damage each server frame

Spawnflags:

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

Keys:

dmg(integer): overrides default 5
*/

/*QUAKED func_killbox (1.0 0.0 0.0) ?

INSTANT-KILL AREA :

Kills everything inside when fired, irrespective of
protection.
*/

/*QUAKED func_areaportal (0.0 0.0 0.0) ?

AREA PORTAL:

This is a non-visible object that divides the world into areas
that are seperated when this portal is not activated.  Usually
enclosed in the middle of a door.
*/

/*QUAKED trigger_once (0.5 0.5 0.5) ? x x TRIGGERED
{
choice "aqteam"
 (
  ("0","no team")
  ("1","team 1")
  ("2","team 2")
 );
choice "sounds"
 (
  ("-1","Silent")
  ("0","Double Beep")
  ("1","Trigger sound")
 );
default("delay","0");
default("health","0");
}

TRIGGER (ONCE-ONLY):

This invisible brush entity is used for triggering the
functions of various other entities around the map. It can
only be triggered once. It is the same as its venerable Quake2
original, except it's been updated to capable of being
team-specific and activated by damage.

Keys:

target(string):

The 'target' string should match the 'targetname' string of
the object you wish to have the trigger activate.

targetname(string):

The 'targetname' string should match the 'target' string of
the object you wish shall activate this trigger.

killtarget(string):

The 'killtarget' string works like the target string above,
except that it will kill (destroy, remove from play) the
entity(s) with the matching targetname. 'Killtarget' and
'target' can be set to different strings.

delay(float): default 0

'delay' specifies the delay in seconds (after the trigger has
been activated), after which the trigger will actually do what
it's meant to. Decimals are acceptable.

message(string):

The 'message' key holds the message you would like to be
printed when the trigger is activated. This message will only
be sent to the activator of the trigger.

sounds(choices): -1 = Silent
                  0 = Double Beep
                  1 = Trigger sound

The 'sounds' key specifies the sound the trigger will make
upon being activated.

aqteam(choices): 0 = no team
                 1 = team 1
                 2 = team 2

The 'aqteam' key controls which team can activate the trigger;
If the value of this key is 0, any team can activate the
trigger.  This key has no effect in regular deathmatch.

health(integer): default 0

The 'health' key specifies the amount of damage the trigger
must sustain in order to be activated. If this keyvalue is
left at 0, the trigger cannot be activated by damage.
*/

/*QUAKED trigger_multiple (0.5 0.5 0.5) ? MONSTER NOT_PLAYER TRIGGERED
{
choice "aqteam"
 (
  ("0","no team")
  ("1","team 1")
  ("2","team 2")
 );
choice "sounds"
 (
  ("-1","Silent")
  ("0","Double Beep")
  ("1","Trigger sound")
 );
default("delay","0");
default("health","0");
}

TRIGGER (MULTIPLE):

This invisible brush entity is used for triggering the
functions of various other entities around the map. It can be
triggered an infinite number of times. It is the same as its
venerable Quake2 original, except it's been updated to capable
of being team-specific and activated by damage.

Keys:

target(string):

The 'target' string should match the 'targetname' string of
the object you wish to have the trigger activate.

targetname(string):

The 'targetname' string should match the 'target' string of
the object you wish shall activate this trigger.

killtarget(string):

The 'killtarget' string works like the target string above,
except that it will kill (destroy, remove from play) the
entity(s) with the matching targetname. 'Killtarget' and
'target' can be set to different strings.

delay(float): default 0

'delay' specifies the delay in seconds (after the trigger has
been activated), after which the trigger will actually do what
it's meant to. Decimals are acceptable.

message(string):

The 'message' key holds the message you would like to be
printed when the trigger is activated. This message will only
be sent to the activator of the trigger.

sounds(choices): -1 = Silent
                  0 = Double Beep
                  1 = Trigger sound

The 'sounds' key specifies the sound the trigger will make
upon being activated.

aqteam(choices): 0 = no team
                 1 = team 1
                 2 = team 2

The 'aqteam' key controls which team can activate the trigger;
If the value of this key is 0, any team can activate the
trigger.  This key has no effect in regular deathmatch.

health(integer): default 0

The 'health' key specifies the amount of damage the trigger
must sustain in order to be activated. If this keyvalue is
left at 0, the trigger cannot be activated by damage.
*/

/*QUAKED trigger_relay (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)

TRIGGER (RELAY):

This fixed size trigger cannot be touched, it can only be
fired by other events.
*/

/*QUAKED trigger_counter (0.5 0.5 0.5) ? NOMESSAGE
{
default("count","2");
}

TRIGGER (COMBINATION):

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.

Keys:

count(integer): After the counter has been triggered "count"
    times (default 2), it will fire all of it's targets and

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