📄 hexen2.def
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/*
hexen.qc created by QCParse copyright (c) 1997, 1998 Alexander Malmberg
218 classes
modified by Simon Reichelt
*/
/*QUAKED Ring_Flight (0.0 0.0 0.0) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/ringft.mdl
Ring of Flight
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED Ring_Regeneration (0.0 0.0 0.0) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/ringre.mdl
Ring of Regeneration
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED Ring_Turning (0.0 0.0 0.0) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/ringtn.mdl
Ring of Turning
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED Ring_WaterBreathing (0.0 0.0 0.0) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/ringwb.mdl
Ring of Water Breathing
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_HealthBoost (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_hboost.mdl
Artifact for the Health Boost
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_SuperHBoost (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_shbost.mdl
Artifact for the Super Health Boost
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_blastradius (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_blast.mdl
Artifact for Blast Radius
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_cubeofforce (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_cube.mdl
Artifact for Cube Of Force
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_glyph (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_glyph.mdl
Artifact for Glyph of the Ancients
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_haste (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_haste.mdl
Artifact for Haste
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_invincibility (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_invinc.mdl
Artifact for Invincibility
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_invisibility (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_invis.mdl
Artifact for Invisibility
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_manaboost (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_mboost.mdl
Artifact for Mana Boost
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_polymorph (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_poly.mdl
Artifact for Polymorph
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_summon (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_summon.mdl
Artifact for Summoning
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_teleport (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_telprt.mdl
Artifact for Teleportation
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_tomeofpower (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_tome.mdl
Artifact for Tome of Power
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED art_torch (0.0 0.0 0.5) (-8 -8 -44) (8 8 20) FLOATING
:model=:models/a_torch.mdl
Artifact for the torch
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED breakable_brush (0.0 0.0 1.0) ? KILLALL HIERARCH NOLINK CHECKNAME ORDERED TRANSLUCENT INVINCIBLE INVISIBLE
Breakable window or wall
You can manually control the heirarchy of breaking by targeting all the brushes you want this brush to break.
If you target a light with this object and turn on the "breaklight" spawnflag, it will turn off that light when it's broken. The light will default to 300 if no lightvalue1 is given.
AUTOMATIC LINKING OPTIONS:
killall - when killed, the brush will kill all connected brushes
hierarch - link all brushes in a hierarchy. The hierarchy priority is set in the
frags field of each brush. Lower numbers will kill higher numbers. If
brushes share the same priority, they will die at the same time.
nolink - don't automatically link this brush with other brushes (use only manual targeting to link)
checkname - link brushes, but also check the name you place in the netname field.
Brushes must then not only touch, but also have the same netname to link
ordered - like hierarch, except that no matter which brush you kill, the brushes
will always break in a certain order. The order is set in the frags field.
The brush with a frags set to 1 will break first, brush with frags set to
2 will break second, etc.
OTHER FIELDS:
translucent - you can see through it
invincible - can't be shot and broken, but will break by linking
-------------------------FIELDS-------------------------
flag - order number
thingtype - type of chunks and sprites it will generate
0 - glass (default)
1 - grey stone
2 - wood
3 - metal
4 - flesh
5 - fire
6 - clay
7 - leaves
8 - hay
9 - brown stone
10 - cloth
11 - wood & leaf
12 - wood & metal
13 - wood stone
14 - metal stone
15 - metal cloth
16 - spider web
19 - clear glass
20 - red glass
health - amount of damage item can take. Default is based on thingtype
glass - 25
grey stone - 75
wood - 50
metal - 100
flesh - 30
fire - 999
clay - 25
leaves - 35
hay - 35
brown stone - 75
cloth - 35
wood&leaf - 35
wood&metal - 75
wood&stone - 65
metal&stone - 90
metal&cloth - 60
others - 25
abslight - to set the absolute light level
--------------------------------------------------------
*/
/*QUAKED brush_pushable (0.3 0.1 0.6) ?
A brush the player can push
-------------------------FIELDS-------------------------
mass - (default 5)
--------------------------------------------------------
*/
/*QUAKED camera_remote (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
A camera which the player becomes when triggered.
-------------------------FIELDS-------------------------
"wait" - amount of time player is stuck in camera mode
(default 3 seconds)
To point camera in a direction
target a "target_null" entity
or fill out the angle fields:
angles_x - pitch of camera
angles_y - yaw of camera
--------------------------------------------------------
*/
/*QUAKED func_angletrigger (0.0 0.5 0.8) ? REVERSE X_AXIS Y_AXIS
Rotates at certain intervals, and fires off when a set angle is met
mangle = desired angle to trigger at (relative to the world!)
cnt = degrees to turn each move
dmg = damage if blocked
*/
/*QUAKED func_button (0.0 0.5 0.8) ? deactivated FIREONLY FIRE_MULTIPLE x x x
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,
unless it's a pressure plate, in which case it will not return to it's position until it's not being touched anymore.
FIREONLY - has to be killed, touching won't do it.
FIRE_MULTIPLE - can be shot over and over (give it a high health)
-----------------------FIELDS-------------------------
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button can be killed and touched
"abslight" - to set the absolute light level
"soundtype"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
deactivated - button must be activated before it will work
--------------------------------------------------------
*/
/*QUAKED func_crusher (0.0 0.5 0.8) ? multiple slide start_open end_open
speed default 150
dmg default 10
If not targetname is given, crushers will start working immediatly
Crushers are always drawn in the extended position, so they will light correctly.
start_open = start in open position
multiple = go once, return, and wait to be triggered again
slide = slide move (like doors)
end_open = stop in the position opposite what they were drawn in
"lip" same as doors
"speed" speed of the crusher
"wait pause until going in the other direction
"targetname" if set, no trigger is needed (use with multiple)
"dmg" damage the crusher does to a victim
Set "soundtype" to one of the following:
1) base fast
2) chain slow
3) Guillotine
*/
/*QUAKED func_door (0.0 0.5 0.8) ? START_OPEN REVERSE DOOR_DONT_LINK TOGGLE SLIDE NORMAL_MOVE remove_pp no_pp
if two doors touch, they are assumed to be connected and operate as a unit.
-----------------------FIELDS-------------------------
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"level" how far (in map units) to move in the specified angle- overrides default movement that is size of door
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default), -1 will not move, just rotate
"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) If you make it 666, it will gib anything it touches, and behead players.
ROTATING DOORS: MUST HAVE AN ORIGIN BRUSH
"v_angle" Angle to turn, in: pitch yaw roll, '0 0 0' will not rotate, just move (default = '0 0 0')
"anglespeed" how quickly to turn in that direction. no anglespeed will force it to choose one that will synch the completion of the rotation iwth the completion of the move. (default = 0)
"strength" When set to 1, it will throw something if it gets in the way
"soundtype"
0) no sound
1) Big metal door, swinging
2) Big stone door, sliding
3) Big wood door, swinging
4) Normal wood door, swinging
5) Big wood door, sliding
6) Drawbridge
7) Rotating walkway
8) Big metal door, sliding
9) Pendulum swinging
Puzzle Pieces (use the puzzle_id value from the pieces)
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