📄 hexen2.def
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puzzle_piece_1
puzzle_piece_2
puzzle_piece_3
puzzle_piece_4
no_puzzle_msg: message when player doesn't have the right pieces
--------------------------------------------------------
*/
/*QUAKED func_door_rotating (0.0 0.5 0.8) ? START_OPEN REVERSE DOOR_DONT_LINK remove_pp no_pp TOGGLE X_AXIS Y_AXIS
if two doors touch, they are assumed to be connected and operate as
a unit.
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.
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.
REVERSE will cause the door to rotate in the opposite direction.
"flags" is how many degrees the door will be rotated.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"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)
"wait" wait before returning (3 default, -1 = never return)
"dmg" damage to inflict when blocked (2 default)
"flags2" will damage the object that touches it
"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
"abslight" - to set the absolute light level
Puzzle Pieces (use the puzzle_id value from the pieces)
puzzle_piece_1
puzzle_piece_2
puzzle_piece_3
puzzle_piece_4
no_puzzle_msg: message when player doesn't have the right pieces
*/
/*QUAKED func_door_secret (0.0 0.5 0.8) ? open_once 1st_left 1st_down no_shoot always_shoot x remove_pp no_pp
Basic secret door. Slides back, then to the side. Angle determines direction.
-----------------------FIELDS-------------------------
wait = # of seconds before coming back
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back (or height if going down)
t_length = override LENGTH to move sideways
"dmg" damage to inflict when blocked (2 default)
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"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)
puzzle_piece_1
puzzle_piece_2
puzzle_piece_3
puzzle_piece_4
no_puzzle_msg: message when player doesn't have the right pieces
--------------------------------------------------------
*/
/*QUAKED func_illusionary (0.0 0.5 0.8) ? TRANSLUCENT LIGHT
A simple entity that looks solid but lets you walk through it.
*/
/*QUAKED func_monsterspawn_spot (1.0 0.3 0.0) (-16 -16 0) (16 16 56) IMP ARCHER WIZARD SCORPION SPIDER ONDEATH QUIET
All this does is mark where to spawn monsters for a spawn spot.
You can set any monster type for each spawnspot.
Just make the spawnername of this entity equal to the spawnername of the spawner and the spawner will cycle through all it's spawnspots in the world.
If you don't set the aflag, the spawn spot will NOT be used.
Note that if you set a trigger to activate this spawnspot, you can have it turn on and be included in the spawner's cycle, but you still always have to set the aflag.
aflag = order in the spawning cycle, you MUST set this, or it's useless.
cnt = number of monsters this spot will spawn, defaults to 17.
spawnername = this HAS to match the spawner's spawnername!
wait = how long the minimum interval should be between monster spawns for THIS spot.
targetname = used if you want this to wait to be activated by a seperate trigger before being included in the spawning cycle.
*/
/*QUAKED func_monsterspawner (1.0 0.8 0.0) (-16 -16 0) (16 16 56) IMP ARCHER WIZARD SCORPION SPIDER ONDEATH QUIET TRIGGERONLY
If something is blocking the spawnspot, this will telefrag it as long as it's not a living entity (flags2&FL_ALIVE)
You can set up as many spots as you want for it to spawn at and it will cycle
between these. Make them classname func_monsterspawn_spot and
their spawnername has to match this entity's spawnername.
You can control the order in which they are used by setting thier
aflag (1, 2, 3, etc- there is NO ZERO, that's for you designers!)
You should give the spawner an aflag too if you want it's origin
included in the cycle of spawning, but if there are no spawn spots (just a spawner), no aflag is needed anywhere.
WARNING!!! If you forget to put spawnspots and you give the spawner a spawnername, it will go into an infinite loop and the Universe will cease to exist!
If you only want monsters to spawn at the monster spawner origin, then don't worry about aflags or the spawnername, it will know... It's that cool.
The Monsters will be spawned at the origin of the spawner (and/or spawnspots), so if you want them not to stick in the ground, put this above the ground some- maybe 24? Make sure there's enough room around it for the monsters.
ONDEATH = only spawn the new monster after the last has died, defaults to FALSE (doesn't wait)
TRIGGERONLY = Will only spawn a monster when it's been used by a trigger. The default is continous spawning.
wait = time to wait after spawning a monster until the next monster is spawned, defaults to 0.5 seconds. If there are multiple spawn spots, this will be the time between cycles (default 0.5)
cnt = number of monsters, max to spawn, defaults to 17 (no reason, just like that number!) If there are multiple spots, this should be the total off ALL the spots, including the spawner itself.
aflag = order in the spawning cycle
spawnername = spawnspots to look for- be sure to make spawnspots!
targetname = not needed unless you plan to activate this with a trigger
There will be a test on this on Thursday. Interns are NOT exempt.
*/
/*QUAKED func_newplat (0.0 0.5 0.8) ? START_BOTTOM STRT_RTRN CONTINUE
speed default 150
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
Set "soundtype" to one of the following:
1) base fast
2) chain slow
START_BOTTOM - where plat starts at
if checked plat starts at the bottom of it's movement
START_RTRN - if check will return plat to start position.
CONTINUE - plat will never stop moving
height - distance plat moves up or down
wait - amount of time plat waits before moving (default 3)
*/
/*QUAKED func_plat (0.0 0.5 0.8) ? PLAT_LOW_TRIGGER
speed default 150
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.
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
Set "soundtype" to one of the following:
1) pulley
2) chain
*/
/*QUAKED func_pressure (0.0 0.5 0.8) ? ACTIVATE
-----------------------FIELDS-------------------------
"mass" amount of mass a plate must have on it to fire-this can be cumulative so you have to put more than one thing on pressure plate to work (default 0)
NOTE:
Player mass ~= 60-80
Normal barrel mass = 75
Normal barrel mass = 85
Indestructible barrel mass = 95
"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 must be killed instead of touched
"soundtype"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
--------------------------------------------------------
*/
/*QUAKED func_rotating (0.0 0.5 0.8) ? START_ON REVERSE X_AXIS Y_AXIS BREAK GRADUAL TOGGLE_REVERSE KEEP_START
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.
BREAK makes the brush breakable
REVERSE will cause the it to rotate in the opposite direction.
GRADUAL will make it slowly speed up and slow down.
TOGGLE_REVERSE will make it go in the other direction next time it's triggered
KEEP_START means it will return to it's starting position when turned off
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
"lifetime" this will make it stop after a while, then start up again after "wait". Default is staying on.
"wait" if it has a lifetime, this is how long it will wait to start up again. default is 3 seconds.
"thingtype" type of brush (if breakable - default is wood)
"health" (if breakable - default is 25)
"abslight" - to set the absolute light level
"anglespeed" - If using GRADUAL, this will determine how fast the speed up and down will occur. 1 will be very slow, 100 will be instant. (Default is 10)
thingtype - type of chunks and sprites it will generate
0 - glass (default)
1 - stone
2 - wood
3 - metal
4 - flesh
health - amount of damage item can take. Default is based on thingtype
glass - 25
stone - 75
wood - 50
metal - 100
flesh - 30
*/
/*QUAKED func_rotating_movechain (0.0 0.5 0.8) ? NOANGLECHAIN
Only one other object in the world should have the same netname. If not, it will find and use only the first one it finds!
If you're making multiple sawblades, for instance, label the mover and the rotater "sawblade1" for the first one, "sawblade2" for the second, and so on.
If you give it a targetname, it will wait to be activated, this can be seperate from the object it's attached to.
It will not do damage until it's been activated.
NOANGLECHAIN = Setting this flag will stop it from modifying it's angles by the owner's angles, but will still movechain.
dmg = How much damage it should do when it touches.
noise = Noise it should make, if any, be sure to set the wait time
noise1 = noise it should make when it hits something
wait = Length of the sound so it knows when to loop it.
avelocity = The direction and speed it should spin: pitch yaw roll (this is relative to it's own axis, not the world)
netname = the name of the object it's linked to, that object must have a matching netname!!!
Needs something to tell it to stop?
A way to make it die at the end of a path or if triggered again?
Maybe make movechain_angle optional spawnflag?
What do YOU think? We'd like to know...
*/
/*QUAKED func_train (0.0 0.5 0.8) ? GLOW TOGGLE RETURN TRANSLUCENT
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.
speed default 100
dmg default 2
soundtype
1) ratchet metal
if train is only moving to one spot
"angle" - to tell it's direction
"distance" - in pixels, how far to move
"speed" - how fast it moves between spots (default=100)
"anglespeed" - how fast it rotates to a new angle (default = 100)
"wait" - -1 will make it stop forever, -2 will make it blow up (you can put the waits on the pathcorners and it will take the wait from there.
"pausetime" - How long to wait after getting to the end of it's path before blowing up, default is 0
NOTE: If you give it a wait of -2, be sure to set the thingtype.
thingtype - type of chunks and sprites it will generate
0 - glass
1 - grey stone (default for trains)
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
The train will modify it's angles by whatever angles it's next path point has, so if it heads towards a path corner with an angle of '0 90 0', the train will rotate '0 90 0' on it's way to the pathpoint. If you make the anglespeed the same as the angle, the turn should finish right as the train gets to the new spot.
NOTE: A path_corner using spawnflag "SYNCH" will make the train automatically calculate a new anglespeed based on the distance it's going and will finish the turn at the same time the move is done.
As usual, any rotating brush needs an origin brush.
"abslight" - to set the absolute light level
if TRAIN_GLOW is checked, changes to a light globe sprite and lights up an area
*/
/*QUAKED func_wall (0.0 0.5 0.8) ? TRANSLUCENT
This is just a solid wall if not inhibitted
TRANSLUCENT - makes it see-through
abslight = how bright to make it
*/
/*QUAKED fx_colorbeam_end (0.0 1.0 1.0) (-8 -8 -8) (8 8 8)
Where colorbeam from weather_colorbeam_start will hit.
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/
/*QUAKED fx_colorbeam_start (0.0 1.0 1.0) (-8 -8 -8) (8 8 8) STARTOFF
Generates a ray of colored light which ends at the fx_colorbeam_end that is the target
STARTOFF - if clicked the colorbeam becomes triggerable, will run constantly once triggered. Wait will still tell how long to wait between strikes
-------------------------FIELDS-------------------------
noise - sound generated when lightning appears
1 - no sound (default)
2 - lightning
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