decaiwadfilecount 内盘和外盘是什么意思思

CS提示W_loadWadFile:couldnt load gfx.wad 怎么回事?
CS提示W_loadWadFile:couldnt load gfx.wad 怎么回事?
09-10-03 & 发布
可能是对应的文件损坏了,游戏连接服务器的时候通常都有提示,按提示在硬盘安装CS的目录下查找对应的文件,例如提示de_vegas.wad,你找到后就删除,然后重新连接服务器,服务器会自动下载缺失的文件,一般就可以了,不妨试试*^_^*
请登录后再发表评论!Some entities also need to have an angle tag that tells the direction it is facing.
The values possible are listed below:
0-359: Normal Angle (zero == east)
Brushes are one of the two primary components of a MAP file.
Each brush defines a solid region.
Brushes define this region as the intersection of four or more planes.
Each plane is defined by three
noncolinear points.
These points must go in a clockwise orientation:
1--2----------------->
Each brush statement looks like this:
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0
( 256 0 0 ) ( 256 0 1 ) ( 256 1 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 128 0 ) ( 0 128 1 ) ( 1 128 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 384 0 ) ( 1 384 0 ) ( 0 384 1 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 64 ) ( 1 0 64 ) ( 0 1 64 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 128 ) ( 0 1 128 ) ( 1 0 128 ) GROUND1_6 0 0 0 1.0 1.0
That's probably just a bit confusing when you first see it.
It defines a rectangular region
that extends from (128,128,64) to (256,384,128).
Here's what a single line means:
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0
Now, you're probably wondering what those last five numbers are.
I've listed what they do below:
- Texture x-offset (must be multiple of 16)
- Texture y-offset (must be multiple of 16)
rot_angle - floating point value indicating texture rotation
- scales x-dimension of texture (negative value to flip)
- scales y-dimension of texture (negative value to flip)
The actual MAP file format is quite simple.
It is simply a text file.
All Quake editing
tools should support either UNIX or DOS text formats, as id's tools do.
MAP files are the development format for Quake levels.
It is preferred that all editors
work with MAP files, as all tools released by id Software also use the MAP file format.
A map file is
basically un-'compiled' level data.
The actual MAP file is totally unusable by Quake itself until it
is coverted to a BSP file by a BSP builder such as id Software's QBSP.
For a MAP file's lightmaps
to be calculated by Quake, the level must also be run through a light builder, such as LIGHT.
Otherwise,
everything will be displayed at full brightness.
Finally, to speed up the level and ensure proper
display, visibility lists should be calculated by a program such as VIS.
The process for building
levels in Quake is quite time-consuming compared to building Doom levels, even on a fast computer.
The generalized format for a MAP file is as follows:
brush (optional)
Comments in the MAP file are indicated by a "//" (C++ style comment).
Many entity/brush combinations can be put into a map file.
All MAP files must contain
with a worldspawn entity, usually as the first entry.
This entry defines all of the normal
brushes that make up the structure of the level.
There should be only one worldspawn
entity per MAP file.
Here's the syntax of the worldspawn class:
"classname" "worldspawn" // Tells Quake to spawn the world
"wad" "DIRPATH"
// tells what graphics (texture) WAD2 file to use.
"message" "TITLE"
// The title of the level
"worldtype" "#"
// Describes time of environment (changes appearance/name of keys)
// 0 == Medieval (medieval)
// 1 == Runic (metal)
// 2 == Present (base)
"sounds" "#"
// Tells the CD player which track to play.
"light" "#"
// Default light level
A simple map file would look like this:
"sounds" "1"
"classname" "worldspawn"
"wad" "/gfx/base.wad"
"worldtype" "0"
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0
( 256 0 0 ) ( 256 0 1 ) ( 256 1 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 128 0 ) ( 0 128 1 ) ( 1 128 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 384 0 ) ( 1 384 0 ) ( 0 384 1 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 64 ) ( 1 0 64 ) ( 0 1 64 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 128 ) ( 0 1 128 ) ( 1 0 128 ) GROUND1_6 0 0 0 1.0 1.0
"classname" "info_player_start"
"origin" "256 384 160"
As you can see, all brushes are contained in entities, even those that make up the
main level.
The most complex part of MAP files are the entities.
They are what the rest of this document are about.
Entities are the second major component of Quake MAP files.
An entity is basically a bit like a thing,
but they also function as triggers and as pathmarkers.
A entity statement looks like this:
"classname" "light"
"origin" "0 128 64"
"light" "255"
This is what is called a general entity statement.
It is called a general statement
because it does not attach to a brush.
An attached entity statement looks like this:
"classname" "func_door"
"angle" "0"
"speed" "16"
"targetname" "t1"
"sounds" "1"
"wait" "16"
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0
( 256 0 0 ) ( 256 0 1 ) ( 256 1 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 128 0 ) ( 0 128 1 ) ( 1 128 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 384 0 ) ( 1 384 0 ) ( 0 384 1 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 64 ) ( 1 0 64 ) ( 0 1 64 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 128 ) ( 0 1 128 ) ( 1 0 128 ) GROUND1_6 0 0 0 1.0 1.0
Attached entity brushes can have an "origin" tag.
It can be used to offset where they appear in the level.
For the rest of the document, when I give you frameworks for a structure, the individual entries can be in any order, and lots are optional. I try to mark if an
entry is optional, although this has not yet been rigorously tested.
In a && block, your choices for that block are delimited by commas.
I believe that anything with an origin tag can have an optional 'spawnflags' tag. This is not confirmed, however.
Tags can be combined by addition or bitwise or (really the same thing).
- Normal Skill or higher
- Hard Skill or higher
1792 - Appears in deathmatch only
item_health:
- Larger Health/Larger Ammo
- Megahealth
monster_zombie:
- Crucified Zombie
(Thanks to John Wakelin who wrote much of this section)
The entities define the monsters, things, but also the positions in
space where something must happen.
So they are the Quake equivalent
of both the THINGS and the LINEDEF types from DOOM.
The entity definitions are made up of a series of specific details
that define what each is, where it starts, when it appears etc.
specific is followed by a modifier that arguments it.
All definitions
have the classname specific that identifies that entity.
classname specifics relate intimately with the
code lump and are the names of functions written in
I have chosen the terms ``specific'' and ``arg'' for the two
different parts of each detail of the definition.
These terms may or
may not suit but, they will have to do until we learn what id calls
Description
--------------------------------------------------------------------------------
&classname&
// Type of entity to be defined (mandatory)
// Coordinates of where it starts in space.
// Direction it faces or moves (sometimes in degrees)
// Used with the light classname.
// Matches a targetname.
&targetname& &t#&
// Like a linedef tag.
&killtarget& &#&
// Removes target when triggered?
&spawnflags& &#&
// Used to flag/describe an entity that is not default.
// Used to flag/describe an entity that is not default.
// Message displayed when triggered (\n for linebreaks)
// Point where the intermission camera looks at
{BRUSH INFO}
// In entities that describe triggers/doors/platforms, etc,
// the brush info is inserted into the entity brackets,
// delimited by another set of brackets.
specifics/args present only in models:
// How fast the model is moved.
// How long a pause between completion of movement or
// return to original position (in seconds or 10ths)
// Seems to be a means of adjusting the starting position.
// How much damage the model causes when it shuts on you?
// How much damage the model takes before it triggers
// Time before event is triggered
// How much damage the model causes when it shuts on you?
&wadfile& // The wad2 graphics file used by the world for textures.
// How high a platform will raise
---------------------------------------------------------------------------------
&specific1& &arg1& // The first descriptors (usually classname)
&specific2& &arg2& // The second
&INSERT BRUSH INFO HERE& // for entities like doors/triggers/platforms/etc
Note: The term model refers to a combination of a brush
and an entity.
One or more brushes are bound to an entity, which
controls the behavior of the brushes.
All brushes are contained
within models.
The model numbers in the compiled BSP (*x) comes from the order in
which the models are stored in the models structure.
These numbers
are originally derived from the order of the models in the source MAP file.
The worldspawn model is a bounding box that defines the
extents of the whole world.
The models are defined by a bounding box of the max and
min(x,y,z).
Therefore they are always parallel to the
horizontal planes.
This bounding box is simply used for speeding
up collision detection and will not affect the movement of the
models themselves.
air_bubbles
: Rising bubbles
ambient_drip
: Dripping sound
ambient_drone
: Engine/machinery sound
ambient_comp_hum
: Computer background sounds
ambient_flouro_buzz
: Flourescent buzzing sound
ambient_light_buzz
: Buzzing sound from light
ambient_suck_wind
: Wind sound
ambient_swamp1
: Frogs croaking
ambient_swamp2
: Slightly different sounding frogs croaking
ambient_thunder
: Thunder sound
event_lightning
: Lightning (Used to kill Cthon, shareware boss)
func_door_secret
: A door that is triggered to open
: A moving wall?
func_button
: A button
func_train
: A platform (moves along a &train&)
: A lift/elevator
func_dm_only
: A teleporter that only appears in deathmatch
func_illusionary
: Creates brush that appears solid, but isn't.
: Used as a placeholder (removes itself)
info_notnull
: Used as a placeholder (does not remove itself)
info_intermission
: Cameras positioning for intermission (?)
info_player_start
: Main player starting point (only one allowed)
info_player_deathmatch
: A deathmatch start (more than one allowed)
info_player_coop
: A coop player start (more than one allowed)
info_player_start2
: Return point from episode
info_teleport_destination
: Gives coords for a teleport destination using a targetname
All item_ tags may have a target tag.
It triggers
the event when the item is picked up.
item_cells
: Ammo for the Thunderbolt
item_rockets
: Ammo for Rocket/Grenade Launcher
item_shells
: Ammo for both Shotgun and SuperShotgun
item_spikes
: Ammo for Perforator and Super Perforator
item_weapon
: Generic weapon class
item_health
item_artifact_envirosuit
: Environmental Protection Suit
item_artifact_super_damage
: Quad Damage
item_artifact_invulnerability : Pentagram of Protection
item_artifact_invisibility
: Ring of Shadows (Invisibility)
item_armorInv
: Red armor
item_armor2
: Yellow armor
item_armor1
: Green armor
: Silver Key
: Gold Key
item_sigil
: Sigil (a rune)
: A projected light. No visible lightsource.
light_torch_small_walltorch
: Small wall torch (gives off light)
light_flame_large_yellow
: Large yellow fire (gives off light)
light_flame_small_yellow
: Small yellow fire (gives off light)
light_flame_small_white
: Small white fire
(gives off light)
light_fluoro
: Fluorescent light? (Gives off light, humming sound?)
light_fluorospark
: Fluorescent light? (Gives off light, makes sparking sound)
light_globe
: Light that appears as a globe sprite
monster_army
monster_dog
: Attack dog
monster_ogre
monster_ogre_marksman
: Ogre (synonymous with monster_ogre)
monster_knight
monster_zombie
monster_wizard
: Scragg (Wizard)
monster_demon1
: Fiend (Demon)
monster_shambler
: Shambler
monster_boss
: Cthon (Boss of Shareware Quake)
monster_enforcer
: Enforcer
monster_hell_knight
: Hell Knight
monster_shalrath
: Shalrath
monster_tarbaby
monster_fish
monster_oldone
: Shubb-Niggurath
(requires a misc_teleportrain and a info_intermission)
misc_fireball
: Small fireball (gives off light, harms player)
misc_explobox
: Large Nuclear Container
misc_explobox2
: Small Nuclear Container
misc_teleporttrain
: Spiked ball needed to telefrag monster_oldone
path_corner
: Used to define path of func_train platforms
trap_spikeshooter
: Shoots spikes (nails)
trap_shooter
: Fires nails without needing to be triggered.
trigger_teleport
: Teleport (all trigger_ tags are triggered by walkover)
trigger_changelevel
: Changes to another level
trigger_setskill
: Changes skill level
trigger_counter
: Triggers action after it has been triggered count times.
trigger_once
: Triggers action only once
trigger_multiple
: Triggers action (can be retriggered)
trigger_onlyregistered
: Triggers only if game is registered (registered == 1)
trigger_secret
: Triggers action and awards secret credit.
trigger_monsterjump
: Causes triggering monster to jump in a direction
trigger_relay
: Allows delayed/multiple actions from one trigger
trigger_push
: Pushes a player in a direction (like a windtunnel)
trigger_hurt
: Hurts whatever touches the trigger
weapon_supershotgun
: Super Shotgun
weapon_nailgun
: Perforator
weapon_supernailgun
: Super Perforator
weapon_grenadelauncher
: Grenade Launcher
weapon_rocketlauncher
: Rocket Launcher
weapon_lightning
: Lightning Gun
For all light-emmitting entities, spawnflags and style have special meanings:
Spawnflags:
0 - Light starts on.
Switches off when triggered.
1 - Light starts off.
Switches on when triggered.
- flicker (first variety)
- slow strong pulse
- candle (first variety)
- fast strobe
- gentle pulse
- flicker (second variety)
- candle (second variety)
- candle (third variety)
- slow strobe
10 - flourescent flicker
11 - slow pulse, not fading to black
styles 32-62 are assigned by the light program for switchable lights
63 - testing
Regular Light:
&classname& &light&
&origin& &X Y Z&
// Tells where the light is
&light& &#&
// Tells how bright the light is (optional - default 200)
&style& &#&
// How the light appears
&spawnflags& &#&
// State light starts in
&targetname& &#&
// Target id of the light
Fluorescent Light:
&classname& &light_fluoro&
&origin& &X Y Z&
// Tells where the light is
&light& &#&
// Tells how bright the light is (optional - default 200)
&style& &#&
// How the light appears
&spawnflags& &#&
// State light starts in
&targetname& &#&
// Target id of the light
Fluorescent Light (makes sparking sound):
&classname& &light_fluorospark&
&origin& &X Y Z&
// Tells where the light is
&light& &#&
// Tells how bright the light is (optional - default 200)
&style& &#&
// How the light appears
&spawnflags& &#&
// State light starts in
&targetname& &#&
// Target id of the light
&classname& &light_torch_small_walltorch&
&origin& &X Y Z&
// Tells where the light is
&light& &#&
// Tells how bright the light is (optional - default 200)
&style& &#&
// How the light appears
&spawnflags& &#&
// State light starts in
&targetname& &#&
// Target id of the light
&classname& &light_flame_large_yellow, light_flame_small_yellow, light_flame_small_white&
&light& &#&
// Tells how bright the light is (optional)
&origin& &X Y Z&
Level Change Trigger (attaches to brush):
&classname& &trigger_changelevel&
&map& &mapname&
// Map to change to on trigger (e.g. e1m8)
&spawnflags& &#& // Flags describing the object (optional)
&INSERT BRUSH INFO HERE&
Teleport Trigger (attaches to brush):
&classname& &trigger_teleport&
&target& &t#&
// Teleport destination name to teleport to.
&targetname& &t#& // Trigger name (optional) - only teleports once
activated if targetname is present.
&INSERT BRUSH INFO HERE&
Teleport Destination:
&classname& &info_teleport_destination&
&origin& &X Y Z&
&angle& &#&
// angle the player will face upon leaving teleport
&targetname& &t#& // Teleport's trigger name
Door (attaches to brush):
&classname& &func_door, func_door_secret&
&angle& &#&
// angle it faces
&speed& &#&
// speed of movement
&targetname& &#& // Door's trigger name
&sounds& &#&
// sound it makes
&wait& &#&
// delay before closing
&spawnflags &#&
// Flags describing the object (optional)
// some kind of offset (optional)
&INSERT BRUSH INFO HERE&
Spawns on certain skill levels (controlled by spawnflags), can be removed by a trigger. (attaches to brush):
&classname& &func_wall&
&spawnflags& &#& // flags for something (optional I'd guess)
A platform (i.e. lift or elevator, attaches to brush):
&classname& &func_plat&
&height& &#& // height it rises? (optional)
&sounds& &#& // sound it makes (optional)
&INSERT BRUSH INFO HERE&
Moving platform (Attaches to brush):
&classname& &func_train&
&sounds& &#&
// Sound it makes when activated
&speed& &#&
// Speed at which it moves (optional)
&target& &t#&
// Trigger name of its first path_corner destination
&targetname& &t#& // Its trigger name
// Damage done on crush
&INSERT BRUSH INFO HERE&
Describes path of train/monsters:
&classname& &path_corner&
&origin& &X Y Z&
&target& &t#&
// Trigger name of next train destination.
&targetname& &t#& // It's trigger name.
A button/switch (attaches to brush):
&classname& &func_button&
&angle& &#&
// Angle button moves?
&speed& &#&
// Speed it moves in?
&target& &t#& // Trigger name of target entity
&health& &#&
// If there is health, button is shootable
&sounds& &#&
// Sound it makes when activated
// 1 == Steam Metal
// 2 == Wooden Clunk
// 3 == Metallic Click
// 4 == In-Out
&wait& &#&
// Wait until retrigger? (-1 stays pressed)
&delay& &#&
// Delay before action is triggered
&INSERT BRUSH INFO HERE&
Walk-over trigger (attaches to brush):
&classname& &trigger_once, trigger_multiple, trigger_onlyregistered, trigger_secret&
&style& &#&
// 32 works
&killtarget& &t#& // Kills something [for triggering monster events] (optional)
&target& &t#&
// Trigger name of target
&sounds& &#&
// Sound made when triggered
// 1 == Secret Sound
// 2 == Beep Beep
// 3 == Large Switch
// 4 == Set "message" to text string
&wait& &#&
// Delay before retrigger. some classes only. (optional)
&delay& &#&
// Delay before action is triggered
&INSERT BRUSH INFO HERE&
Triggers target after it is triggered count times:
&classname& &trigger_counter&
&targetname& &t#& // Its trigger name
&target& &t#&
// Trigger name of its target
&count& &#&
// Decrements on each trigger.
When 0 activates target.
&wait& &#&
// Required delay before retrigger
&delay& &#&
// Delay before action is triggered
&INSERT BRUSH INFO HERE&
Used to stagger events on a trigger:
&classname& &trigger_relay&
&origin& &X Y Z&
// Where it is located
&killtarget& &#&
// Removes targeted entity (optional)
&targetname& &t#& // Its trigger name
&target& &t#&
// Trigger name of its target
&delay& &#&
// Delay before action is triggered
Makes a monster jump when it reaches a brush:
&classname& &trigger_monsterjump&
&speed& &#&
// Forward velocity of the monster jump
&height& &#&
// How high the monster jumps
&angle& &#&
// Angle towards which the monster jumps
&INSERT BRUSH INFO HERE&
An invisible brush?:
&classname& &func_illusionary&
&INSERT BRUSH INFO HERE&
Triggerable Nail-firing trap:
&classname& &trap_spikeshooter&
&origin& &X Y Z&
&angle& &#&
// Angle the trap fires at
&targetname& &t#& // Trap's trigger name
&spawnflags& &#&
// ??? 1024 works
Constant Nail-firing trap:
&classname& &trap_shooter&
&origin& &X Y Z&
&angle& &#&
// Angle the trap fires at
&spawnflags& &#&
// ??? 1024 works
&wait& &#&
// Time between shots
Fireballs:
&classname& &misc_fireball&
&origin& &X Y Z&
&speed& &#& // Tells how fast the fireball moves
Pushes the player in a direction:
&classname& &trigger_push&
&origin& &X Y Z&
// Where it is located
&speed& &#&
// Force of the push
&angle& &#&
// Direction player is pushed towards (-1=up -2=down, other=normal)
Cameras for the intermission screen:
&classname& &info_intermission&
&origin& &X Y Z& // location of camera
&mangle& &X Y Z& // location the camera looks at
&angle& &#&
// angle of the camera
Setting difficulty level (attaches to brush):
&classname& &trigger_setskill&
&message& &#&
// Skill level to change to.
&INSERT BRUSH INFO HERE&
Lightning used to kill the boss of shareware.
I'll figure out how to use
it later...
I pretty much know how, I just want to test it before I
put it here :).
From the testing I've done, the lightning produced will
not damage a player, however.
It probably triggers a script to give the
boss character damage.
&classname& &event_lightning&
&origin& &X Y Z&
// location of lightning (origin?)
&targetname& &t#& // It's trigger name
Creating a moving platform isn't that difficult.
First, you must define the
brush that will do the moving.
Here's an example:
&classname& &func_train&
&sounds& &1&
&speed& &128&
&target& &t1dest1&
&targetname& &t1&
( -768 0 0 ) ( -768 1 0 ) ( -768 0 1 ) GROUND1_6 0 0 0 1.0 1.0
( -640 0 0 ) ( -640 0 1 ) ( -640 1 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 -384 0 ) ( 0 -384 1 ) ( 1 -384 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 -256 0 ) ( 1 -256 0 ) ( 0 -256 1 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 -256 ) ( 1 0 -256 ) ( 0 1 -256 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 -128 ) ( 0 1 -128 ) ( 1 0 -128 ) GROUND1_6 0 0 0 1.0 1.0
Now you define each of the path_corners it will travel to.
When it reaches
a path_corner, it will float to the next path_corner defined in the target
tag of the path_corner.
The platform will start at the path_corner pointed
to by the platform's target tag.
It will continue the loop indefinitely
and it will go through walls to get to its destination.
Here's its path_corners
would look like:
&classname& &path_corner&
&origin& &0 0 0&
&targetname& &t1dest1&
&target"& &t1dest2&
&classname& &path_corner&
&origin& &0 128 0&
&targetname& &t1dest2&
&target"& &t1dest1&
Have you been wondering how you can get events to trigger when a monster dies, as first
seen in E1M2 with the demons?
Well, it's not too difficult.
When you attach a
target tag to a monster, the monster's death will trigger the event.
(not tested) that if other monsters have a targetname tag the same as a monster
with the target tag, the target event will only occur when all monsters with
a matching targetname tag are dead.
The monster with the target tag need not
have the targetname tag.
The trigger_count class is quite an interesting trigger.
You know of the area in E1M1 where you have to hit the three switches to open the door?
Well, that's done using a trigger_counter.
Each of the buttons you hit has its target property set so it points to a trigger_counter.
The trigger_counter has its count tag set to three.
Each time a switch is hit, the trigger_counter's count property will decrement by one.
When it reaches zero, it will open the door.
Each button can only be triggered once as it has a wait of -1.
Here's an example given to me by Remco Stoffer:
"classname" "func_door"
"targetname"
"angle" "-1"
"wait" "-1"
"sounds" "4"
"press all buttons"
0 ) *slime0 2 0 0 1..000000
100 ) ( -10
0 ) *slime0 2 0 0 1..000000
100 ) ( -10
100 ) *slime0 2 0 0 1..000000
0 ) *slime0 2 0 0 1..000000
"classname"
"trigger_counter"
"targetname"
"classname"
"func_button"
50 ) tlight11 16 0 0 1..000000
30 ) tlight11 16 0 0 1..000000
30 ) tlight11 16 0 0 1..000000
30 ) tlight11 16 0 0 1..000000
30 ) tlight11 16 0 0 1..000000
30 ) tlight11 16 0 0 1..000000
"classname"
"func_button"
50 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
"classname"
"func_button"
50 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
30 ) +0basebtn 0 0 0 1..000000
Unlike in Doom-Engine games, you can precisely teleport monsters into new locations in Quake.
To do so, you must first create a out of reach area for the monsters to reside in.
Give this area a trigger_teleport tag and assign a targetname tag to it.
Create a teleport_destination where you want the monster to appear.
Now, you must create a trigger whose target property points to the trigger_teleport's targetname.
When this trigger is activated, the monster in the room will teleport to the teleport_destination.
Make sure that there is only one monster per room and one room per teleport_destination.
Otherwise, when the teleport is triggered, all the monsters will telefrag each other (like what happens in E1M7 when you win).
The behavior of buttons can be altered in many ways.
By default, buttons are activated by pressing them (moving near them).
Buttons can be made shootable by giving them a health tag.
Unless you want to have to shoot the button tons of times, set the health tag to "1".
If you want to have the button flash when you shoot it, you must include all of the button animation textures in the level.
You can just put them on brushes outside the level.
Quake is ©1996 . Some information about entities was obtained from the , a truly awesome reference guide to Quake editing.
Disclaimer: This document is provided as is and may not be perfect.
I do not guarentee the validity of any of the information in it.
I will not be held liable or responsible for any damages caused from use or misuse of the information contained within this document.

我要回帖

更多关于 xd股票是什么意思 的文章

 

随机推荐