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📄 hexen2.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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/*QUAKED monster_archer_lord (1.0 0.3 0.0) (-16 -16 0) (16 16 50) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/archer.mdl
The Archer Lord monster
-------------------------FIELDS-------------------------
Health : 325
Experience Pts: 200
Favorite Cities: Madrid & Las Vegas
Favorite Flower: Orchid
What people don't know about me: I cry at sad movies
What people say when they see me: Don't shoot!! Don't shoot!!
--------------------------------------------------------
*/

/*QUAKED monster_eidolon (1.0 0.0 0.0) (-100 -100 0) (100 100 666) CUTE CUDDLY
:model=:models/boss/smaleido.mdl
The big bad ugly boss guy

-------------------------FIELDS-------------------------
--------------------------------------------------------

*/

/*QUAKED monster_fallen_angel (1.0 0.3 0.0) (-14 -14 -41) (14 14 23) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/fangel.mdl
New item for QuakeEd

-------------------------FIELDS-------------------------
--------------------------------------------------------

*/

/*QUAKED monster_fallen_angel_lord (1.0 0.3 0.0) (-14 -14 -41) (14 14 23) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/fangel.mdl
New item for QuakeEd

-------------------------FIELDS-------------------------
--------------------------------------------------------

*/

/*QUAKED monster_fish (1.0 0.0 0.0) (-16 -16 -8) (16 16 8)
:model=:models/fish.mdl
Ambient Fish

-------------------------FIELDS-------------------------
skin:  0 = bright colored, 1 = darker colored
--------------------------------------------------------

*/

/*QUAKED monster_golem_bronze (1.0 0.3 0.0) (-64 -64 0) (64 64 194) AMBUSH
:model=:models/golem_b.mdl
Bronze Golem.
------- key / value ----------------------------
health = 500
experience_value = 275
------- spawnflags -----------------------------
AMBUSH
*/

/*QUAKED monster_golem_crystal (1.0 0.3 0.0) (-32 -32 -24) (32 32 64) AMBUSH
:model=:models/golem_s.mdl
Crystal Golem.
------- key / value ----------------------------
health = 400
experience_value = 650
------- spawnflags -----------------------------
AMBUSH
*/

/*QUAKED monster_golem_iron (1.0 0.3 0.0) (-55 -55 0) (55 55 120) AMBUSH
:model=:models/golem_i.mdl
Iron Golem.
------- key / value ----------------------------
health = 400
experience_value = 200
------- spawnflags -----------------------------
AMBUSH
*/

/*QUAKED monster_golem_stone (1.0 0.3 0.0) (-32 -32 0) (32 32 88) AMBUSH
:model=:models/golem_s.mdl
Stone Golem.
------- key / value ----------------------------
health = 200
experience_value = 125
------- spawnflags -----------------------------
AMBUSH
*/

/*QUAKED monster_hydra (1.0 0.3 0.0) (-40 -40 -42) (40 40 42) STAND HOVER JUMP PLAY_DEAD DORMANT
:model=:models/hydra.mdl
New item for QuakeEd

-------------------------FIELDS-------------------------
NOTE:  Normal QuakEd monster spawnflags don't apply here (no_jump, play_dead, no_drop)
--------------------------------------------------------

*/

/*QUAKED monster_imp_fire (1.0 0.3 0.0) (-16 -16 0) (16 16 55) STAND HOVER x x gargoyle
:model=:models/imp.mdl
Grunt monster - common.  Shoots a fireball. Can only be killed by defrosting it.

gargoyle = uses the grey stone texture to make it look like a gargoyl- will wake up if the player looks at him long enough, gets close, or hurts him.
-------------------------FIELDS-------------------------
wait = if you give it a -1, the gargoyle will not come alive, it's just a decoration
--------------------------------------------------------

*/

/*QUAKED monster_imp_ice (1.0 0.3 0.0) (-16 -16 0) (16 16 55) STAND HOVER x x gargoyle
:model=:models/imp.mdl
Grunt monster - common.  Shoots multiple ice shards. Can only be killed by defrosting it.
immune to ice attacks

gargoyle = uses the grey stone texture to make it look like a gargoyl- will wake up if the player looks at him long enough, gets close, or hurts him.
-------------------------FIELDS-------------------------
wait = if you give it a -1, the gargoyle will not come alive, it's just a decoration
--------------------------------------------------------

*/

/*QUAKED monster_imp_lord (1.0 0.3 0.0) (-16 -16 0) (16 16 55) STAND HOVER x x gargoyle
:model=:models/imp.mdl
Big imp dude- kicks butt and takes names

gargoyle = uses the grey stone texture to make it look like a gargoyl- will wake up if the player looks at him long enough, gets close, or hurts him.
-------------------------FIELDS-------------------------
wait = if you give it a -1, the gargoyle will not come alive, it's just a decoration
--------------------------------------------------------

*/

/*QUAKED monster_medusa_green (1.0 0.3 0.0) (-16 -16 0) (16 16 56) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/medusa.mdl

The medusa monster with its nasty sharp pointy teeth
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/

/*QUAKED monster_medusa_red (1.0 0.3 0.0) (-16 -16 0) (16 16 56) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/medusa.mdl

The medusa monster with its nasty sharp pointy teeth
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/

/*QUAKED monster_mummy (1.0 0.3 0.0) (-16 -16 0) (16 16 50) AMBUSH
:model=:models/mummy.mdl
No, it's not Keith Richards or Bob Dylan.
It's the mummy.
-------------------------FIELDS-------------------------
health : 150
experience : 500
--------------------------------------------------------
*/

/*QUAKED monster_mummy_lord (1.0 0.3 0.0) (-16 -16 0) (16 16 50) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/mummy.mdl
He's big, he's bad, he's wrapped in moldy bandages - he's the mummy.
-------------------------FIELDS-------------------------
health : 500
experience : 300
--------------------------------------------------------
*/

/*QUAKED monster_rat (1.0 0.3 0.0) (-3 -3 0) (3 3 7)
:model=:models/rat.mdl
If the rat is targeted to a path, the rats will follow that path
------- key / value ----------------------------------
------- spawnflags -----------------------------------
AMBUSH
*/

/*QUAKED monster_ratnest (1.0 0.3 0.0) (-20 -20 0) (20 20 10)
:model=:models/rat.mdl
A group of 3 to 6 rats that flee when triggered
If the nest is targeted to a path, the rats will follow that path
------- key / value ----------------------------------
------- spawnflags -----------------------------------
AMBUSH
*/

/*QUAKED monster_raven (1.0 0.0 0.0) (-16 -16 0) (16 16 56)
:model=:models/raven.mdl
Scavenger black bird of ill portent.
"Nevermore!"
*/

/*QUAKED monster_scorpion_black (1.0 0.3 0.0) (-10 -10 0) (10 10 64) AMBUSH
:model=:models/scorpion.mdl
Black scorpion.
------- key / value ----------------------------
health = 200
experience_value = 150
------- spawnflags -----------------------------
AMBUSH
*/

/*QUAKED monster_scorpion_yellow (1.0 0.3 0.0) (-10 -10 0) (10 10 64) AMBUSH
:model=:models/scorpion.mdl
Yellow scorpion.
------- key / value ----------------------------
health = 100
experience_value = 60
------- spawnflags -----------------------------
AMBUSH
*/

/*QUAKED monster_skull_wizard (1.0 0.3 0.0) (-24 -24 0) (24 24 64) AMBUSH
:model=:models/skullwiz.mdl
A skull wizard
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/

/*QUAKED monster_skull_wizard_lord (1.0 0.3 0.0) (-24 -24 0) (24 24 64) AMBUSH
:model=:models/skullwiz.mdl
A skull wizard lord
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/

/*QUAKED monster_snake (1.0 0.3 0.0) (-80 -80 0) (80 80 200) AMBUSH
:model=:models/snake.mdl
Monster snake that comes to life and attacks
-------------------------FIELDS-------------------------

--------------------------------------------------------
*/

/*QUAKED monster_spider_red_large (1.0 0.3 0.0) (-16 -16 0) (16 16 26) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
:model=:models/spider.mdl
Large red spider.

------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered.  Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT!  Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/

/*QUAKED monster_spider_red_small (1.0 0.3 0.0) (-12 -12 0) (12 12 16) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
:model=:models/spider.mdl
Small red spider.

------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered.  Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT!  Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/

/*QUAKED monster_spider_yellow_large (1.0 0.3 0.0) (-16 -16 0) (16 16 26) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
:model=:models/spider.mdl
Large yellow spider.

------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered.  Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT!  Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/

/*QUAKED monster_spider_yellow_small (1.0 0.3 0.0) (-12 -12 0) (12 12 16) AMBUSH STUCK JUMP PLAY_DEAD DORMANT ONWALL
:model=:models/spider.mdl
Small yellow spider.
------- key / value ----------------------------------
health = 100
experience_value = 800
------- spawnflags -----------------------------------
AMBUSH
ONWALL = Spider can wait on a wall or ceiling and jump down then it finds an enemy or is triggered.  Put the spider next to a wall or cieling and face him away from the surface you want it to hang from.
IMPORTANT!  Put ONWALL spiders 8 pixels away from the wall you want them to be on, or they'll be all screwed up!
*/

/*QUAKED monster_werejaguar (1.0 0.3 0.0) (-16 -16 0) (16 16 56) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/mezzoman.mdl
WereCat with jaguar skin
If they're targetted by a trigger and used, they'll atack the activator of the target
If they can't see the activator, they'll roll left or right (in the direction of the activator)
Their roll is 128 units long, so place the mezzoman 128 units away from where you want the roll to stop

My babies!!! - MG
*/

/*QUAKED monster_werepanther (1.0 0.3 0.0) (-16 -16 0) (16 16 56) AMBUSH STUCK JUMP PLAY_DEAD DORMANT
:model=:models/mezzoman.mdl
WereCat with panther skin
If they're targetted by a trigger and used, they'll atack the activator of the target
If they can't see the activator, they'll roll left or right (in the direction of the activator)
Their roll is 128 units long, so place the mezzoman 128 units away from where you want the roll to stop

My babies!!! - MG
*/

/*QUAKED obj_ballista (0.3 0.1 0.6) (-45 -45 0) (45 45 60) SPAWNFLAG_BALLISTA_TRACK
:model=:models/ballista.mdl
A ballista which is animated to shoot an arrow
-------------------------FIELDS-------------------------
health = default = 0 (indestructable)
cnt    = degrees of pitch off the starting point pos & neg (default = 30)
count  = degrees per movement (default = 5)
dmg	   = amount of damage projectile will do (default  = 50)
speed  = delay, in seconds, between firings (higher number means longer wait) (default = 5)
--------------------------------------------------------
*/

/*QUAKED obj_barrel (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK
:model=:models/barrel.mdl

A barrel, just a plain old barrel
-------------------------FIELDS-------------------------
.health  - How hard it is to smash
           Default: 25
DOWNHILL - This barrel will slide downhill with gravity.
NO_DROP - Will not drop to floor before spawning
ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
			Note- barrels on their side must be placed at least 13 units above the floor.
SINK - Floats in water
--------------------------------------------------------
*/

/*QUAKED obj_barrel_exploding (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK
:model=:models/barrel.mdl
An exploding barrel with red XXX on the side
WARNING!:  Putting too many exploding barrels next to each other will cause a crash, there is no way around this, so if it happens, it's to be considered a Designer error!  

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