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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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    remove itself.
*/

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

TRIGGER (TRIGGERED AT MAP START):

This trigger will always fire.  It is activated by the world.
*/

/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
{
default("delay","0");
default("wait","1");
default("random","0");
}

TRIGGER (COUNTDOWN):

These can used but not touched.

Keys:

delay(integer): delay before first firing when turned on,
    default is 0
pausetime(integer): additional delay used only the very first
    time and only if spawned with START_ON
wait(integer or float?): base time between triggering all
    targets, default is 1
random(integer or float?): wait variance, default is 0

so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/

/*QUAKED trigger_radio (0 1 1) ?

TOWER-CONTROLLED TRIGGER:

This is an invisible brush entity that is triggered by driving
into it and issuing the <contact_tower> console command, which
is normally bound to the <ENTER> key. Thus, it is a trigger
that is activated by 'using' it rather than just by touching
it. This is very useful for a wide variety of applications
around a base, such as making aircraft elevators and doors.

Keys:

The same as for trigger_once and trigger_multiple above,
except that trigger_radio lacks the 'health' and the
'targetname' keyvalue.
*/

/*QUAKED func_button (0 .5 .8) ?
{
choice "sounds"
 (
  ("1","silent")
  ("2","steam metal")
  ("3","wooden clunk")
  ("4","metallic click")
  ("5","in-out")
 );
default("speed","40");
default("wait","1");
default("lip","4");
}


STANDARD BUTTON

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.

Keys:

angle(integer): determines the opening direction
target(string): all entities with a matching targetname will
    be used
speed(integer): override the default 40 speed
wait(integer): override the default 1 second wait (-1 = never
    return)
lip(integer): override the default 4 pixel lip remaining at
    end of move
health(integer): if set, the button must be killed instead of
    touched
sounds(choices): 1 = silent
                 2 = steam metal
                 3 = wooden clunk
                 4 = metallic click
                 5 = in-out
*/

/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
{
choice "sounds"
 (
  ("1","silent")
  ("2","light")
  ("3","medium")
  ("4","heavy")
 );
default("speed","100");
default("wait","3");
default("lip","8");
default("dmg","2");
}

STANDARD DOOR

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

Keys:

message(string): is printed when the door is touched if it is
    a trigger door and it hasn't been fired yet
angle(integer): determines the opening direction
targetname(string): if set, no touch field will be spawned and
    a remote button or trigger field activates the door.
health(integer): if set, door must be shot open
speed(integer): movement speed (100 default)
wait(integer): wait before returning (3 default, -1 = never
    return)
lip(integer): lip remaining at end of move (8 default)
dmg(integer): damage to inflict when blocked (2 default)
sounds(choices): 1 = silent
                 2 = light
                 3 = medium
                 4 = heavy
*/

/*QUAKED func_door_secret (0.0 0.5 0.8) ? ALWAYS_SHOOT 1ST_LEFT 1ST_DOWN
{
default("speed","100");
default("wait","5");
default("lip","8");
default("dmg","2");
}

DOOR (SECRET):

A secret door.  Slide back and then to the side.

Spawnflags:

OPEN_ONCE  doors never closes
1ST_LEFT  1st move is left of arrow
1ST_DOWN  1st move is down from arrow
ALWAYS_SHOOT  door is shootable even if targeted

Keys:

angle(integer): determines the opening direction
targetname(string): if set, no touch field will be spawned and
    a remote button or trigger field activates the door.
health(integer): if set, door must be shot open
speed(integer): movement speed (100 default)
wait(integer): wait before returning (5 default, -1 = never
    return)
lip(integer): lip remaining at end of move (8 default)
dmg(integer): damage to inflict when blocked (2 default)
*/

/*QUAKED func_door_rotating (0.0 0.5 0.8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
{
choice "sounds"
 (
  ("1","silent")
  ("2","light")
  ("3","medium")
  ("4","heavy")
 );
default("speed","100");
default("wait","3");
default("dmg","2");
}

DOOR (ROTATING):

You need to have an origin brush as part of this entity.  The
center of that brush will be the point around which it is
rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

Spawnflags:

TOGGLE causes the door to 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
REVERSE will cause the door to rotate in the opposite direction.

Keys:

angle(integer): determines the opening direction
distance(integer): is how many degrees the door will be rotated.
targetname(string): if set, no touch field will be spawned and
    a remote button or trigger field activates the door.
health(integer): if set, door must be shot open
speed(integer): movement speed (100 default)
wait(integer): wait before returning (3 default, -1 = never
    return)
dmg(integer): damage to inflict when blocked (2 default)
message(string): is printed when the door is touched if it is
    a trigger door and it hasn't been fired yet
sounds(choices): 1 = silent
                 2 = light
                 3 = medium
                 4 = heavy
*/

/*QUAKED func_train (0.0 0.5 0.8) ? START_ON TOGGLE BLOCK_STOPS
{
default("speed","100");
default("dmg","2");
}

PATH-FOLLOWING STRUCTURE:

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.

Keys:

speed(integer): default 100
dmg(integer): default 2
noise(integer): looping sound to play when the train is in
    motion
*/

/*QUAKED func_plat (0.0 0.5 0.8) ? PLAT_LOW_TRIGGER
{
choice "sounds"
 (
  ("1","base fast")
  ("2","chain slow")
 );
default("speed","200");
default("accel","500");
default("lip","8");
}

STANDARD PLAT

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.

Keys:

speed(integer):	overrides default 200.
accel(integer): overrides default 500
lip(integer): overrides default 8 pixel lip
height(integer): If set, that will determine the amount the
    plat moves, instead of being implicitly determinned by the
    model's height.
sounds(choices): 1 = base fast
                 2 = chain slow
*/

/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32)
{
model(":models/items/healing/medium/tris.md2");
}

STANDARD HEALTH

*/

/*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")
 );
q2_color "_color";
}
*/

/*QUAKED light (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_OFF
{
model(":models/objects/grenade/tris.md2");
base("_light_style");
default("value","300");
default("style","0");
default("cone","10");
}

STANDARD LIGHT

Non-displayed light.

Keys:

value(integer): Default light value is 300.
style(choices): Default style is 0.
targetname(string): If targeted, will toggle between on and
    off.
cone(integer): Default cone value is 10 (used to set size of
    light for spotlights)
*/

/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)

WAYPOINT:

Used to give drones and platforms a path they to follow.

Keys:

target(string):

The 'target' key is used to link this waypoint to the next
waypoint to head to after reaching this one.

targetname(string):

'targetname' must match the 'target' key of the previous
waypoint in the path or the 'target' key of the platform or
drone if this path_corner should be the startpoint of the
path.
*/

/*QUAKED worldspawn (0.0 0.0 0.0) ?
{
model(":models/items/quaddama/tris.md2");
choice "sky"
 (
  ("unit1_","")
  ("unit2_","")
  ("unit3_","")
  ("unit4_","")
  ("unit5_","")
  ("unit6_","")
  ("unit7_","")
  ("unit8_","")
  ("unit9_","")
  ("space1","")
 );
default("gravity","800");
default("message","hello world!");
}

WORLDSPAWN

Only used for the world.

Keys:

sky(string-choice): environment map name
skyaxis(vector): vector axis for rotating sky
skyrotate(integer): speed of rotation in degrees/second
sounds(integer): music cd track number
gravity(integer): 800 is default gravity
message(string): text to print at user logon
*/

/*QUAKED func_wall (0.0 0.5 0.8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST

STANDARD WALL

This is just a solid wall if not inhibited

Spawnflags:

TRIGGER_SPAWN the wall will not be present until triggered
	      it will then blink in to existance; it will
              kill anything that was in it's way
TOGGLE only valid for TRIGGER_SPAWN walls
       this allows the wall to be turned on and off
START_ON only valid for TRIGGER_SPAWN walls
         the wall will initially be present
*/

/*QUAKED func_object (0.0 0.5 0.8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST

STRUCTURE (AFFECTED BY GRAVITY):

This is a solid bmodel that will fall if its support is
removed.
*/

/*QUAKED func_rotating (0.0 0.5 0.8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
{
default("speed","100");
default("dmg","2");
}

STRUCTURE (ROTATING):

You need to have an origin brush as part of this entity.  The
center of that brush will be the point around which it is
rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

Spawnflags:

REVERSE will cause it to rotate in the opposite direction.
STOP means it will stop moving instead of pushing entities

Keys:

speed(integer): overrides default 100; determines how fast it
    moves.
dmg(integer): overrides default 2; damage to inflict when
    blocked
*/

/*QUAKED info_null (0.0 0.5 0.0) (-4 -4 -4) (4 4 4)

LIGHT TARGET

Used as a positional target for spotlights, etc.
*/

/*QUAKED info_notnull (0.0 0.5 0.0) (-4 -4 -4) (4 4 4)

MISC TARGET

Used as a positional target for spotlights, etc.
*/

/*QUAKED target_explosion (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
{
default("dmg","0");
}

BOOM MAKER

Spawns an explosion temporary entity when used.

Keys:

"delay"		wait this long before going off
"dmg"		how much radius damage should be done, defaults to 0
*/

/*QUAKED target_speaker (1.0 0.0 0.0) (-8 -8 -8) (8 8 8) LOOPED-ON LOOPED-OFF RELIABLE
{
choice "attenuation"
 (
  ("-1","none, send to whole level")
  ("1","normal fighting sounds")
  ("2","idle sound level")
  ("3","ambient sound level")
 );
list "noise" ("lists/q2/sounds.lst");
}

SOUND EFFECT:

Normal sounds play each time the target is used.  The reliable
flag can be set for crucial voiceovers.

Looped sounds are allways atten 3 / vol 1, and the use
function toggles it on/off.  Multiple identical looping sounds
will just increase volume without any speed cost.

Keys:

noise(string): wav file to play
attenuation(choices):-1 = none, send to whole level
                      1 = normal fighting sounds
                      2 = idle sound level
                      3 = ambient sound level
volume(float): 0.0 to 1.0
*/

/*QUAKED target_splash (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
{
choice "sounds"
 (
  (1,"sparks")
  (2,"blue water")
  (3,"brown water")
  (4,"slime")
  (5,"lava")
  (6,"blood")
 );
}

PARTICLE EFFECT:

Creates a particle splash effect when used.

Keys:

sounds(choices): 1 = sparks
                 2 = blue water
                 3 = brown water
                 4 = slime
                 5 = lava
                 6 = blood
count(integer): how many pixels in the splash
dmg(integer): if set, does a radius damage at this location
    when it splashes useful for lava/sparks
*/

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