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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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Putting them in lines and chains seems to be ok, as long as you don't stack them or group them too closely, more than 4 in a tight group is probably pushing it.
-------------------------FIELDS-------------------------
.health  - How hard it is to blow up
           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 - Sinks in water
 --------------------------------------------------------
*/

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

A barrel you just can't break
-------------------------FIELDS-------------------------
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_barstool (0.3 0.1 0.6) (-10 -10 -5) (10 10 32)
:model=:models/stool.mdl
A bar stool - Drinks on the house!
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/

/*QUAKED obj_beefslab (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
:model=:models/beefslab.mdl
A slab of beef.
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/

/*QUAKED obj_bell (0.3 0.1 0.6) (-100 -100 -210) (100 100 8)
:model=:models/bellring.mdl
A big bell that rings when hit. 
-------------------------FIELDS-------------------------
health = 250
--------------------------------------------------------
*/

/*QUAKED obj_bench (0.3 0.1 0.6) (-30 -30 0) (30 30 40)
:model=:models/bench.mdl
A wooden bench 
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/

/*QUAKED obj_bonepile (0.3 0.1 0.6) (-10 -10 0) (10 10 10)
:model=:models/bonepile.mdl
A pile of bones. Uses the model of the puzzle keep1
-------------------------FIELDS-------------------------
health = 
--------------------------------------------------------
*/

/*QUAKED obj_book_closed (0.3 0.1 0.6) (-8 -8 0) (8 8 10)
:model=:models/bookclos.mdl
A book that is closed
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_book_open (0.3 0.1 0.6) (-8 -8 0) (8 8 10)
:model=:models/bookopen.mdl
A book that is open
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_bush1 (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
:model=:models/bush1.mdl
A small round bush
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_cart (0.3 0.1 0.6) (-36 -32 -10) (36 75 64)
:model=:models/cart.mdl
A cart 
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/

/*QUAKED obj_catapult2 (0.0 0.5 0.8) (-150 -150 0) (150 150 28) ?
:model=:models/cattest.mdl

"speed"		Throw speed (300 default)
"wait"		wait before resetting (3 default)
"health"	Just how tough is it (defaults to 1000)
"mass"		How hard is it to push (defaults to 1000)
"thingtype" Defaults to THINGTYPE_WOOD
"sounds"
0)	no sound
1)	stone
2)	base
3)	stone chain
4)	screechy metal

*/

/*QUAKED obj_cauldron (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
:model=:models/cauldron.mdl
A cauldron
-------------------------FIELDS-------------------------
health = 50
mass = 15
--------------------------------------------------------
*/

/*QUAKED obj_chair (0.3 0.1 0.6) (-10 -10 -5) (10 10 40)
:model=:models/chair.mdl
A wooden chair. 
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/

/*QUAKED obj_chaos_orb (1.0 0.0 0.0) (-100 -100 0) (100 100 200) JEAN LUC PICARD
:model=:models/boss/chaosorb.mdl
Big round smooth thingie.
-------------------------FIELDS-------------------------
--------------------------------------------------------
*/

/*QUAKED obj_chest1 (0.3 0.1 0.6) (-16 -16 0) (16 16 32)
:model=:models/chest1.mdl
A treasure chest
-------------------------FIELDS-------------------------
skin - 0 - generic texture (default)
       1 - roman texture
--------------------------------------------------------
*/

/*QUAKED obj_chest2 (0.3 0.1 0.6) (-16 -16 0) (16 16 32)
:model=:models/chest2.mdl
A treasure chest on legs
-------------------------FIELDS-------------------------
skin - 0 - generic texture (default)
       1 - meso texture
       2 - egypt texture
--------------------------------------------------------
*/

/*QUAKED obj_chest3 (0.3 0.1 0.6) (-16 -16 0) (16 16 32)
:model=:models/chest3.mdl
A treasure chest on legs
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/

/*QUAKED obj_corpse1 (0.3 0.1 0.6) (-32 -32 0) (32 32 10)
:model=:models/corps1.mdl
A body laying face down
-------------------------FIELDS-------------------------
health = 20
mass = 200;

skin = determines the skin of the model
 0 - burnt, nude guy
 1 - normal, nude guy
 2 - yucky diseased, nude guy
 3 - wound in back, has on pants
--------------------------------------------------------
*/

/*QUAKED obj_corpse2 (0.3 0.1 0.6) (-32 -32 0) (32 32 10)
:model=:models/corps2.mdl
A body laying face up
-------------------------FIELDS-------------------------
health = 20
mass = 200;
skin = determines the skin of the model
 0 - shoulder and facial wounds
 1 - clawed chest
 2 - stomach wound
 3 - just dead
 4 - webbed 
--------------------------------------------------------
*/

/*QUAKED obj_fence (0.3 0.1 0.6) (-26 -26 0) (26 26 70)
:model=:models/fence.mdl
A section of fence
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_flag (0.3 0.1 0.6) (-16 -16 0) (16 16 160)
:model=:models/flag.mdl
A flag that wave in the breeze
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/

/*QUAKED obj_fountain (0.3 0.1 0.6) (-24 -24 0) (24 24 80)
:model=:models/fountain.mdl
A water fountain
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/

/*QUAKED obj_hedge1 (0.3 0.1 0.6) (-16 -16 0) (16 16 80)
:model=:models/hedge1.mdl
A hedge that looks like an X-mas tree
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/

/*QUAKED obj_hedge2 (0.3 0.1 0.6) (-16 -16 0) (16 16 80)
:model=:models/hedge2.mdl
A hedge that is square and of medium height
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/

/*QUAKED obj_hedge3 (0.3 0.1 0.6) (-16 -16 0) (16 16 80)
:model=:models/hedge3.mdl
A hedge that is tall and thin
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/

/*QUAKED obj_ice (0.0 0.0 1.0) ? NOTRANS
Slippery, slidey ice
NOTRANS = No translucency
-------------------------FIELDS-------------------------
health = default = 20
friction = default is 0.2, 0 is none, 1 is normal, 10 is max
abslight = default is 0.5
--------------------------------------------------------
*/

/*QUAKED obj_pew (0.3 0.1 0.6) (-16 -40 0) (16 40 50)
:model=:models/pew.mdl
A church pew - like you might find in a church.
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/

/*QUAKED obj_plant_generic (0.3 0.1 0.6) (-10 -10 0) (10 10 20)
:model=:models/plantgen.mdl
A generic plant that should have some kind of pot placed below it.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_plant_meso (0.3 0.1 0.6) (-10 -10 0) (10 10 40)
:model=:models/plantmez.mdl
A generic plant that should have some kind of pot placed below it.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_plant_rome (0.3 0.1 0.6) (-24 -24 0) (24 24 90)
:model=:models/plantrom.mdl
A plant for the Rome area.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_playerhead_assassin (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
:model=:models/h_ass.mdl
The head of the assassin.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_playerhead_crusader (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
:model=:models/h_cru.mdl
The head of the crusader.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_playerhead_necromancer (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
:model=:models/h_nec.mdl
The head of the necromancer.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_playerhead_paladin (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
:model=:models/h_pal.mdl
The head of the paladin.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/

/*QUAKED obj_pot1 (0.3 0.1 0.6) (-24 -24 0) (24 24 50)
:model=:models/pot1.mdl
A clay pot with handles
-------------------------FIELDS-------------------------
health = 10
mass = 100;
worldspawn worldtype determines which skin texture gets used
--------------------------------------------------------
*/

/*QUAKED obj_pot2 (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
:model=:models/pot2.mdl
A pot with gently curved sides
-------------------------FIELDS-------------------------
health = 10
mass = 100;
worldspawn worldtype determi

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