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target - be sure to give this a target fx_lightning_end to hit
wait - amount of time between strikes
-1 beam is triggerable.
> -1 beam is constantly running.
default -1
color - color of the beam
0 = red (default)
1 = blue
2 = green
3 = white
4 = yellow
lifespan - amount of time beam will exist.
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*/
/*QUAKED fx_smoke_generator (0.0 1.0 1.0) (-8 -8 -8) (8 8 8)
Generates smoke puffs
-------------------------FIELDS-------------------------
wait - how often it should generate smoke (default 2)
thingtype - type of smoke to generate
0 - white puff (fire place)
1 - red (lava)
2 - green (slime)
3 - grey (oil)
lifespan - fill this in and it will only puff for this long
--------------------------------------------------------
*/
/*QUAKED info_intermission (1.0 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED info_null (0.0 0.5 0.0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
/*QUAKED info_player_coop (1.0 0.0 1.0) (-16 -16 -24) (16 16 24) DEFAULT
:model=:models/paladin.mdl
potential spawning position for coop games
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED info_player_deathmatch (1.0 0.0 1.0) (-16 -16 -24) (16 16 24)
:model=:models/paladin.mdl
potential spawning position for deathmatch games
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED info_player_start (1.0 0.0 0.0) (-16 -16 -24) (16 16 24)
:model=:models/paladin.mdl
The normal starting point for a level.
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED info_player_start2 (1.0 0.0 0.0) (-16 -16 -24) (16 16 24)
:model=:models/paladin.mdl
Only used on start map for the return point from an episode.
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 32) NO_THROW
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
NO_THROW = won't throw the entity it teleports in the direction (angles) it's facing
=====FIELDS=====
"angles" - Will turn player this way and push him in this direction unless the NO_THROW spawnflag is on.
================
*/
/*QUAKED item_armor_amulet (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING
:model=:models/i_amulet.mdl
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED item_armor_bracer (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING
:model=:models/i_bracer.mdl
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED item_armor_breastplate (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING
:model=:models/i_bplate.mdl
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED item_armor_helmet (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING
:model=:models/i_helmet.mdl
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED item_health (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING
:model=:models/i_hboost.mdl
Player is given 10 health instantly
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED item_mana_blue (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING BIG
:model=:models/i_bmana.mdl
Player is given 15 blue mana instantly
BIG = 30
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED item_mana_both (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING BIG
:model=:models/i_btmana.mdl
Player is given 15 green and 10 blue mana instantly
BIG = 30 each
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/
/*QUAKED item_mana_green (0.0 0.5 0.8) (-8 -8 -45) (8 8 20) FLOATING BIG
:model=:models/i_gmana.mdl
Player is given 15 green mana instantly
BIG = 30 mana.
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/
/*QUAKED item_spawner (0.0 0.0 0.5) (-8 -8 -44) (8 8 20)
Generic item spawner
-------------------------FIELDS-------------------------
None
--------------------------------------------------------
*/
/*QUAKED light (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_LOW
Non-displayed fading light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED light_flame_large_yellow (0.0 1.0 0.0) (-10 -10 -12) (12 12 18) START_LOW
:model=:models/flame1.mdl
Large yellow flame
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED light_flame_small_yellow (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_LOW
:model=:models/flame2.mdl
Small yellow flame ball
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED light_gem (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_LOW
:model=:models/gemlight.mdl
A gem that displays light.
Default light value is 300
Default style is 0
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED light_thunderstorm (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) LIGHTNING
Default light value is 300
This will create a light source that will occaisionally flash with light followed shortly by an ambient thunder sound
.wait = the shorter the wait, the more active the thunderstorm. Valid values for this are 1 - 100. 100 is a stupid value because it will never thunder! Default is 33
.dmg = how often lighting strikes, 0 will be the equvalent of never, 100 will be very frequent. default is 10
.lightvalue1 = the light value the storm should always return to. Valid range is 0 - 25, 25 being the brightest. Default is 11 (about 300 brightness)
.frags = The radius in which lightning can stike from this entity. (default=1000)
The LIGHTNING spawnflag will make it cast random lightning strikes
NOTE: These MUST be targeted. They will never actually be used by the trigger, but targeting is required to give them a distince lightstyle
Targeting can be used to link several thunderstorms together so they all use the same lightstyle (they'll all flash at the same time)
*/
/*QUAKED light_torch_castle (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_LOW
:model=:models/castrch.mdl
The Castle style torch that displays light
Default light value is 300
.health = If you give the torch health, it can be shot out. It will automatically select it's second skin (the beat-up torch look)
You must give it a targetname too, just any junk targetname will do like "junk"
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED light_torch_eqypt (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_LOW
:model=:models/egtorch.mdl
An Egyptian style torch that displays light
Default light value is 300
.health = If you give the torch health, it can be shot out. It will automatically select it's second skin (the beat-up torch look)
You must give it a targetname too, just any junk targetname will do like "junk"
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED light_torch_meso (0.0 1.0 0.0) (-12 -12 -16) (12 12 16) START_LOW
:model=:models/mesotrch.mdl
The Meso style torch that displays light
Default light value is 300
.health = If you give the torch health, it can be shot out. It will automatically select it's second skin (the beat-up torch look)
You must give it a targetname too, just any junk targetname will do like "junk"
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED light_torch_rome (0.0 1.0 0.0) (-8 -8 -8) (8 8 8) START_LOW
:model=:models/rometrch.mdl
The Roman style torch that displays light
Default light value is 300
.health = If you give the torch health, it can be shot out. It will automatically select it's second skin (the beat-up torch look)
You must give it a targetname too, just any junk targetname will do like "junk"
----------------------------------
If triggered, will toggle between lightvalue1 and lightvalue2
.lightvalue1 (default 0)
.lightvalue2 (default 11, equivalent to 300 brightness)
Two values the light will fade-toggle between, 0 is black, 25 is brightest, 11 is equivalent to a value of 300.
.fadespeed (default 1) = How many seconds it will take to complete the desired lighting change
The light will start on at a default of the higher light value unless you turn on the startlow flag.
START_LOW = will make the light start at the lower of the lightvalues you specify (default uses brighter)
NOTE: IF YOU DON'T PLAN ON USING THE DEFAULTS, ALL LIGHTS IN THE BANK OF LIGHTS NEED THIS INFO
*/
/*QUAKED misc_fireball (0.0 0.5 0.8) (-8 -8 -8) (8 8 8)
:model=:models/lavaball.mdl
Lava Balls
*/
/*QUAKED misc_fountain (0.0 1.0 0.8) (0 0 0) (32 32 32)
New item for QuakeEd
-------------------------FIELDS-------------------------
angles 0 0 0 the direction it should move the particles
movedir 1 1 1 the force it should move them
color 256 the color
cnt 2 the number of particles each time
--------------------------------------------------------
*/
/*QUAKED misc_noisemaker (1.0 0.5 0.0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
/*QUAKED monster_archer (1.0 0.3 0.0) (-16 -16 0) (16 16 50) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/archer.mdl
The Archer Knight monster
-------------------------FIELDS-------------------------
Health : 80
Experience Pts: 25
Favorite TV shows: Friends & Baywatch
Favorite Color: Blue
Likes: Shooting arrows into people and long walks along the beach
Dislikes: Anything having to do with Pauly Shore
--------------------------------------------------------
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