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📄 ra2.def

📁 quake的地图编辑器的源代码, 不是quake3的
💻 DEF
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:model=:models/ships/bigviper/tris.md2
This is a large stationary viper as seen in Paul's intro
*/

/*QUAKED misc_blackhole (1.0 0.5 0.0) (-8 -8 -8) (8 8 8)
:model=:models/objects/black/tris.md2
*/

/*QUAKED misc_deadsoldier (1.0 0.5 0.0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
:model=:models/deadbods/dude/tris.md2
This is the dead player model. Comes in 6 exciting different poses!
*/

/*QUAKED misc_easterchick (1.0 0.5 0.0) (-32 -32 0) (32 32 32)
:model=:models/monsters/bitch/tris.md2
*/

/*QUAKED misc_easterchick2 (1.0 0.5 0.0) (-32 -32 0) (32 32 32)
:model=:models/monsters/bitch/tris.md2
*/

/*QUAKED misc_eastertank (1.0 0.5 0.0) (-32 -32 -16) (32 32 32)
:model=:models/monsters/tank/tris.md2
*/

/*QUAKED misc_explobox (0.0 0.5 0.8) (-16 -16 0) (16 16 40)
:model=:models/objects/barrels/tris.md2
Large exploding box.  You can override its mass (100), health (80), and dmg (150).
*/

/*QUAKED misc_gib_arm (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
:model=:models/objects/gibs/arm/tris.md2
Intended for use with the target_spawner
*/

/*QUAKED misc_gib_head (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
:model=:models/objects/gibs/head/tris.md2
Intended for use with the target_spawner
*/

/*QUAKED misc_gib_leg (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
:model=:models/objects/gibs/leg/tris.md2
Intended for use with the target_spawner
*/

/*QUAKED misc_insane (1.0 0.5 0.0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND
:model=:models/monsters/insane/tris.md2
*/

/*QUAKED misc_satellite_dish (1.0 0.5 0.0) (-64 -64 0) (64 64 128)
:model=:models/objects/satellite/tris.md2
*/

/*QUAKED misc_strogg_ship (1.0 0.5 0.0) (-16 -16 0) (16 16 32)
:model=:models/ships/strogg1/tris.md2
This is a Storgg ship for the flybys.
It is trigger_spawned, so you must have something use it for it to show up.
There must be a path for it to follow once it is activated.

"speed"		How fast it should fly
*/

/*QUAKED misc_teleporter (1.0 0.0 0.0) (-32 -32 -24) (32 32 -16)
:model=:models/objects/dmspot/tris.md2
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.

"arena"  If it should make you enter an arena, set this to it's number.
*/

/*QUAKED misc_teleporter_dest (1.0 0.0 0.0) (-32 -32 -24) (32 32 -16)
:model=:models/objects/dmspot/tris.md2
Point teleporters at these.

"arena"  Set this to 0 for the main area starting points. Set this to the number of an arena to make this a starting point for that observation area. Set it to -1 if it should be a normal teleporter dest.
*/

/*QUAKED misc_viper (1.0 0.5 0.0) (-16 -16 0) (16 16 32)
:model=:models/ships/viper/tris.md2
This is the Viper for the flyby bombing.
It is trigger_spawned, so you must have something use it for it to show up.
There must be a path for it to follow once it is activated.

"speed"		How fast the Viper should fly
*/

/*QUAKED misc_viper_bomb (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
:model=:models/objects/bomb/tris.md2
"dmg"	how much boom should the bomb make?
*/

/*QUAKED path_corner (0.5 0.3 0.0) (-8 -8 -8) (8 8 8) TELEPORT
Target: next path corner
Pathtarget: gets used when an entity that has
	this path_corner targeted touches it
*/

/*QUAKED target_blaster (1.0 0.0 0.0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
Fires a blaster bolt in the set direction when triggered.

dmg		default is 15
speed	default is 1000
*/

/*QUAKED target_character (0.0 0.0 1.0) ?
used with target_string (must be on same "team")
"count" is position in the string (starts at 1)
*/

/*QUAKED target_earthquake (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake.
All players and monsters are affected.
"speed"		severity of the quake (default:200)
"count"		duration of the quake (default:5)
*/

/*QUAKED target_explosion (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.

"delay"		wait this long before going off
"dmg"		how much radius damage should be done, defaults to 0
*/

/*QUAKED target_laser (0.0 0.5 0.8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
When triggered, fires a laser.  You can either set a target
or a direction.
*/

/*QUAKED target_lightramp (0.0 0.5 0.8) (-8 -8 -8) (8 8 8) TOGGLE
speed		How many seconds the ramping will take
message		two letters; starting lightlevel and ending lightlevel
*/

/*QUAKED target_spawner (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Set target to the type of entity you want spawned.
Useful for spawning monsters and gibs in the factory levels.

For monsters:
	Set direction to the facing you want it to have.

For gibs:
	Set direction if you want it moving and
	speed how fast it should be moving otherwise it
	will just be dropped
*/

/*QUAKED target_speaker (1.0 0.0 0.0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
"noise"		wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume"	0.0 to 1.0

Normal sounds play each time the target is used.  The reliable flag can be set for crucial voiceovers.

Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/

/*QUAKED target_splash (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.

Set "sounds" to one of the following:
  1) sparks
  2) blue water
  3) brown water
  4) slime
  5) lava
  6) blood

"count"	how many pixels in the splash
"dmg"	if set, does a radius damage at this location when it splashes
		useful for lava/sparks
*/

/*QUAKED target_string (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
*/

/*QUAKED target_temp_entity (1.0 0.0 0.0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.
"style"		type byte
*/

/*QUAKED trigger_always (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)
This trigger will always fire.  It is activated by the world.
*/

/*QUAKED trigger_counter (0.5 0.5 0.5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.

If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.

After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/

/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/

/*QUAKED trigger_gravity (0.5 0.5 0.5) ?
Changes the touching entites gravity to
the value of "gravity".  1.0 is standard
gravity for the level.
*/

/*QUAKED trigger_hurt (0.5 0.5 0.5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.

It does dmg points of damage each server frame

SILENT			supresses playing the sound
SLOW			changes the damage rate to once per second
NO_PROTECTION	*nothing* stops the damage

"dmg"			default 5 (whole numbers only)

*/

/*QUAKED trigger_multiple (0.5 0.5 0.5) ? MONSTER NOT_PLAYER TRIGGERED
Variable sized repeatable trigger.  Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
sounds
1)	secret
2)	beep beep
3)	large switch
4)
set "message" to text string
*/

/*QUAKED trigger_once (0.5 0.5 0.5) ? x x TRIGGERED
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".

If TRIGGERED, this trigger must be triggered before it is live.

sounds
 1)	secret
 2)	beep beep
 3)	large switch
 4)

"message"	string to be displayed when triggered
*/

/*QUAKED trigger_push (0.5 0.5 0.5) ? PUSH_ONCE
Pushes the player
"speed"		defaults to 1000
*/

/*QUAKED trigger_relay (0.5 0.5 0.5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/

/*QUAKED worldspawn (0.0 0.0 0.0) ?

Only used for the world.
"sky"	environment map name
"skyaxis"	vector axis for rotating sky
"skyrotate"	speed of rotation in degrees/second
"sounds"	music cd track number
"gravity"	800 is default gravity
"message"	text to print at user logon
"arena"     number of arenas in this map
*/

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