UltimateZoneBuilder/Build/Configurations/Includes/ZDoom_misc.cfg

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linedefflags
{
16384 = "Block Players";
}
// LINEDEF ACTIVATIONS
// Make sure these are in order from lowest value to highest value
linedefactivations
{
7168 = "Projectile hits or crosses";
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
6144 = "playeruse,passuse"; //mxd
7168 = "impact,missilecross"; //mxd
16384 = "blockplayers";
}
linedefflags_udmf
{
twosided = "Doublesided";
dontpegtop = "Upper unpegged";
dontpegbottom = "Lower unpegged";
blocking = "Impassable";
blockeverything = "Block everything";
blockplayers = "Block players";
blockmonsters = "Block monsters";
blockfloaters = "Block floating monsters";
blocksound = "Block sound";
blockprojectiles = "Block projectiles";
blockhitscan = "Block hitscans";
blockuse = "Block use actions";
blocksight = "Block monster line of sight";
jumpover = "Jump-over railing";
clipmidtex = "Clip middle texture";
wrapmidtex = "Wrap middle texture";
midtex3d = "Walkable middle texture";
midtex3dimpassible = "Projectile shoot-through middle texture";
mapped = "Initially shown on map";
secret = "Shown as 1-sided on map";
dontdraw = "Not shown on map";
transparent = "Transparent (25% opacity)";
translucent = "Translucent (obsolete)";
monsteractivate = "Monster activates";
zoneboundary = "Sound zone boundary";
}
linedefactivations_udmf
{
repeatspecial = "Repeatable action";
playeruse = "When player presses use";
playercross = "When player walks over";
playerpush = "When player bumps";
monsteruse = "When monster presses use";
monstercross = "When monster walks over";
monsterpush = "When monsters bumps";
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anycross = "Any crossing non-missile activates";
missilecross = "When projectile crosses";
impact = "On projectile impact";
checkswitchrange = "Switch height check";
passuse = "Pass use on";
firstsideonly = "Front side only";
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playeruseback = "Player can use from back side";
}
thingflags
{
2048 = "Translucent (25%)";
4096 = "Invisible";
8192 = "Friendly (Strife logic)";
16384 = "Stand still";
}
thingflags_udmf
{
countsecret = "Count as secret";
class1 = "Class 1";
class2 = "Class 2";
class3 = "Class 3";
class4 = "Class 4";
class5 = "Class 5";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
256 = "single";
512 = "coop";
1024 = "dm";
2048 = "translucent";
4096 = "invisible";
8192 = "friend";
16384 = "standing";
}
defaultthingflags
{
1;
2;
4;
32;
64;
128;
256;
512;
1024;
}
defaultthingflags_udmf
{
skill1;
skill2;
skill3;
skill4;
skill5;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
skill6;
skill7;
skill8;
single;
coop;
dm;
class1;
class2;
class3;
class4;
class5;
}
// How thing flags should be compared (for the stuck thing error check)
thingflagscompare_udmf
{
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
skills
{
skill9;
skill10;
skill11;
skill12;
skill13;
skill14;
skill15;
skill16;
}
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
classes
{
class4;
class5;
class6;
class7;
class8;
class9;
class10;
class11;
class12;
class13;
class14;
class15;
class16;
}
}
// Default sector brightness levels
sectorbrightness
{
256; 248; 240; 232; 224; 216; 208; 200; 192; 184; 176; 168; 160; 152; 144; 136;
128; 120; 112; 104; 96; 88; 80; 72; 64; 56; 48; 40; 32; 24; 16; 8; 0;
}
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
*/
textures
{
zdoom1
{
start = "TX_START";
end = "TX_END";
}
}
hires //mxd
{
zdoom1
{
start = "HI_START";
end = "HI_END";
}
}
voxels //mxd
{
zdoom1
{
start = "VX_START";
end = "VX_END";
}
}
/*
ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS
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Only add fields here that Doom Builder does not edit with its own user-interface!
The "default" field must match the UDMF specifications!
Field data types:
0 = integer *
1 = float
2 = string
3 = bool
4 = linedef action (integer) *
5 = sector effect (integer) *
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6 = texture (string)
7 = flat (string)
8 = angle in degrees (integer)
9 = angle in radians (float)
10 = XXRRGGBB color (integer)
11 = enum option (integer) *
12 = enum bits (integer) *
13 = sector tag (integer) *
14 = thing tag (integer) *
15 = linedef tag (integer) *
16 = enum option (string)
17 = angle in degrees (float)
22 = byte angle (integer)
*/
universalfields
{
linedef
{
comment
{
type = 2;
default = "";
}
}
sidedef
{
comment
{
type = 2;
default = "";
}
}
thing
{
comment
{
type = 2;
default = "";
}
skill6
{
type = 3;
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default = false;
}
skill7
{
type = 3;
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default = false;
}
skill8
{
type = 3;
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default = false;
}
skill9
{
type = 3;
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default = false;
}
skill10
{
type = 3;
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default = false;
}
skill11
{
type = 3;
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default = false;
}
skill12
{
type = 3;
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default = false;
}
skill13
{
type = 3;
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default = false;
}
skill14
{
type = 3;
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default = false;
}
skill15
{
type = 3;
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default = false;
}
skill16
{
type = 3;
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default = false;
}
class6
{
type = 3;
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default = false;
}
class7
{
type = 3;
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default = false;
}
class8
{
type = 3;
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default = false;
}
class9
{
type = 3;
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default = false;
}
class10
{
type = 3;
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default = false;
}
class11
{
type = 3;
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default = false;
}
class12
{
type = 3;
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default = false;
}
class13
{
type = 3;
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default = false;
}
class14
{
type = 3;
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default = false;
}
class15
{
type = 3;
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default = false;
}
class16
{
type = 3;
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default = false;
}
}
sector
{
comment
{
type = 2;
default = "";
}
}
}
/*
MAP LUMP NAMES
Map lumps are loaded with the map as long as they are right after each other. When the editor
meets a lump which is not defined in this list it will ignore the map if not satisfied.
The order of items defines the order in which lumps will be written to WAD file on save.
To indicate the map header lump, use ~MAP
Legenda:
required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (useful for lumps Doom Builder doesn't use)
nodebuild = The nodebuilder generates this lump.
allowempty = The nodebuilder is allowed to leave this lump empty.
scriptbuild = This lump is a text-based script, which should be compiled using current script compiler;
script = This lump is a text-based script. Specify the filename of the script configuration to use.
*/
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
// GL nodebuilders generate this stuff
glmaplumpnames
{
GL_~MAP
{
required = false;
nodebuild = true;
allowempty = true;
}
GL_VERT
{
required = false;
nodebuild = true;
allowempty = false;
}
GL_SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
GL_SSECT
{
required = false;
nodebuild = true;
allowempty = false;
}
GL_NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
GL_PVS
{
required = false;
nodebuild = true;
allowempty = true;
}
}
doommaplumpnames
{
REJECT
{
allowempty = true;
}
}
hexenmaplumpnames
{
REJECT
{
allowempty = true;
}
BEHAVIOR
{
required = true;
nodebuild = false;
blindcopy = true;
}
SCRIPTS
{
required = false;
nodebuild = false;
scriptbuild = true;
}
}
udmfmaplumpnames
{
BEHAVIOR
{
required = false;
nodebuild = false;
blindcopy = true;
}
DIALOGUE
{
required = false;
nodebuild = false;
script = "ZDoom_USDF.cfg";
}
ZNODES
{
required = false;
nodebuild = true;
allowempty = false;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = true;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = true;
}
SCRIPTS
{
required = false;
nodebuild = false;
scriptbuild = true;
}
}
enums
{
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angles
{
0 = "0: East";
32 = "32: Northeast";
64 = "64: North";
96 = "96: Northwest";
128 = "128: West";
160 = "160: Southwest";
192 = "192: South";
224 = "224: Southeast";
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}
polyobj_angles
{
0 = "0: East";
32 = "32: Northeast";
64 = "64: North";
96 = "96: Northwest";
128 = "128: West";
160 = "160: Southwest";
192 = "192: South";
224 = "224: Southeast";
255 = "255: Constant Rotation";
}
frontback
{
0 = "Front";
1 = "Back";
}
backfront
{
1 = "Front";
0 = "Back";
}
floorceiling
{
0 = "Floor";
1 = "Ceiling";
}
ceilingfloor
{
0 = "Ceiling";
1 = "Floor";
}
sector_flags
{
1 = "Silent";
2 = "No falling damage";
4 = "Actors drop with floor";
8 = "No respawn";
}
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delays
{
105 = "105: Lift wait";
150 = "150: Door Wait";
}
generic_door_delays
{
8 = "8: 1 second";
34 = "34: 4 seconds";
69 = "69: 9 seconds";
240 = "240: 30 seconds";
}
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donut
{
4 = "4: Normal";
}
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door_speeds
{
4 = "4: Animated";
16 = "16: Slow";
32 = "32: Normal";
64 = "64: Fast";
128 = "128: Turbo";
}
flat_speeds
{
8 = "8: Slow";
16 = "16: Normal";
32 = "32: Fast";
64 = "64: Turbo";
}
plat_speeds
{
8 = "8: Slow";
16 = "16: Normal";
32 = "32: Lift/Fast";
64 = "64: Turbo";
}
scroll_speeds
{
0 = "0: Don't scroll";
16 = "16: Very slow";
32 = "32: Slow";
64 = "64: Normal";
96 = "96: Fast";
128 = "128: Very fast";
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}
sector_scroll_speeds_x
{
0 = "0: West very fast";
16 = "16: West fast";
32 = "32: West normal";
64 = "64: West slow";
96 = "96: West very slow";
128 = "128: Don't scroll";
160 = "144: East very slow";
192 = "160: East slow";
224 = "176: East normal";
240 = "192: East fast";
256 = "256: East very fast";
}
sector_scroll_speeds_y
{
0 = "0: South very fast";
16 = "16: South fast";
32 = "32: South normal";
64 = "64: South slow";
96 = "96: South very slow";
128 = "128: Don't scroll";
160 = "144: North very slow";
192 = "160: North slow";
224 = "176: North normal";
240 = "192: North fast";
256 = "256: North very fast";
}
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stair_speeds
{
2 = "2: Slow";
4 = "4: Normal";
16 = "16: Fast";
32 = "32: Turbo";
}
polyobj_speeds
{
-32 = "-32: Turbo, CW";
-16 = "-16: Fast, CW";
-4 = "-4: Normal, CW";
-2 = "-2: Slow, CW";
2 = "2: Slow, CCW";
4 = "4: Normal, CCW";
16 = "16: Fast, CCW";
32 = "32: Turbo, CCW";
}
crush_mode
{
0 = "0: Compatibility (use game's default mode)";
1 = "1: Doom mode, no slowdown when crushing";
2 = "2: Hexen mode (stop when crushing)";
3 = "3: Doom mode, slowdown when crushing";
}
plat_sound
{
0 = "Platform";
1 = "Moving Floor";
}
sidedef_part
{
0 = "All";
1 = "Upper";
2 = "Middle";
4 = "Lower";
}
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generic_lift_types
{
0 = "Up by Value, Stay";
1 = "Down, Wait, Up, Stay";
2 = "Down to Nearest Floor";
3 = "Down to Lowest Ceiling";
4 = "Perpetual Raise";
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}
death_types
{
0 = "Unknown";
5 = "Rocket impact";
6 = "Rocket explosion";
7 = "Plasma rifle";
8 = "BFG impact";
9 = "BFG explosion";
10 = "Chainsaw";
11 = "Shotgun";
12 = "Water";
13 = "Slime";
14 = "Lava";
15 = "Crush";
16 = "Telefrag";
17 = "Falling";
18 = "Suicide";
19 = "Barrel";
20 = "Exit";
21 = "Splash";
22 = "Melee hit";
23 = "Railgun";
24 = "Frost";
25 = "Disintegration";
26 = "Poison";
27 = "Electricity";
1000 = "Massacre!";
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}
teams
{
0 = "0: Blue Team";
1 = "1: Red Team";
2 = "2: Green Team";
3 = "3: Gold Team";
4 = "4: Black Team";
5 = "5: White Team";
6 = "6: Orange Team";
7 = "7: Purple Team";
}
delay_tics
{
0 = "0: No delay";
35 = "35: 1 Second";
70 = "70: 2 Seconds";
105 = "105: 3 Seconds";
140 = "140: 4 Seconds";
175 = "175: 5 Seconds";
210 = "210: 6 Seconds";
245 = "245: 7 Seconds";
280 = "280: 8 Seconds";
315 = "315: 9 Seconds";
350 = "350: 10 Seconds";
}
delay_seconds
{
0 = "Forever";
1 = "1 Second";
2 = "2 Seconds";
3 = "3 Seconds";
5 = "5 Seconds";
10 = "10 Seconds";
15 = "15 Seconds";
20 = "20 Seconds";
25 = "25 Seconds";
30 = "30 Seconds";
60 = "1 Minute";
}
delay_seconds_0nodelay
{
0 = "No delay";
1 = "1 Second";
2 = "2 Seconds";
3 = "3 Seconds";
5 = "5 Seconds";
10 = "10 Seconds";
15 = "15 Seconds";
20 = "20 Seconds";
25 = "25 Seconds";
30 = "30 Seconds";
60 = "1 Minute";
}
reset_tics
{
0 = "0: Never";
35 = "35: 1 Second";
70 = "70: 2 Seconds";
105 = "105: 3 Seconds";
140 = "140: 4 Seconds";
175 = "175: 5 Seconds";
210 = "210: 6 Seconds";
245 = "245: 7 Seconds";
280 = "280: 8 Seconds";
315 = "315: 9 Seconds";
350 = "350: 10 Seconds";
}
sound_volume
{
0 = "Default";
10 = "10%";
25 = "25%";
50 = "50%";
75 = "75%";
100 = "100%";
}
setadd
{
0 = "Set";
1 = "Add";
}
puzzle_items
{
0 = "None";
}
spawn_projectile
{
0 = "None";
}
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}
enums_doom
{
keys
{
0 = "None";
1 = "Red key card";
2 = "Blue key card";
3 = "Yellow key card";
4 = "Red skull key";
5 = "Blue skull key";
6 = "Yellow skull key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
129 = "Any red key";
130 = "Any blue key";
131 = "Any yellow key";
229 = "One of each color";
}
spawnthing
{
0 = "None";
1 = "Shotgun Guy";
2 = "Chaingun Guy";
3 = "Baron Of Hell";
4 = "Zombieman";
5 = "Imp";
6 = "Arachnotron";
7 = "Spider Mastermind";
8 = "Demon";
9 = "Spectre";
10 = "Imp Fireball";
11 = "Clip";
12 = "Shells";
19 = "Cacodemon";
20 = "Revenant";
21 = "Bridge";
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22 = "Armor Bonus";
23 = "Stimpack";
24 = "Medkit";
25 = "Soul Sphere";
27 = "Shotgun";
28 = "Chaingun";
29 = "Rocket Launcher";
30 = "Plasma Gun";
31 = "BFG";
32 = "Chainsaw";
33 = "Super Shotgun";
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41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
51 = "Plasma Bolt";
53 = "Tracer";
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54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
68 = "Green Armor";
69 = "Blue Armor";
75 = "Energy Cell";
85 = "Blue Keycard";
86 = "Red Keycard";
87 = "Yellow Keycard";
88 = "Yellow Skullkey";
89 = "Red Skullkey";
90 = "Blue Skullkey";
98 = "Temp Large Flame";
100 = "Stealth Baron";
101 = "Stealth Hell Knight";
102 = "Stealth Zombieman";
103 = "Stealth Shotgun Guy";
110 = "Lost Soul";
111 = "Arch-Vile";
112 = "Mancubus";
113 = "Hell Knight";
114 = "Cyberdemon";
115 = "Pain Elemental";
116 = "Wolf SS Soldier";
117 = "Stealth Arachnotron";
118 = "Stealth Arch-Vile";
119 = "Stealth Cacodemon";
120 = "Stealth Chaingun Guy";
121 = "Stealth Demon";
122 = "Stealth Imp";
123 = "Stealth Mancubus";
124 = "Stealth Revenant";
125 = "Barrel";
126 = "Cacodemon Shot";
127 = "Rocket (Projectile)";
128 = "BFG Shot";
129 = "Arachnotron Plasma Bolt";
130 = "Blood";
131 = "Bullet Puff";
132 = "Megasphere";
133 = "Invulnerability Sphere";
134 = "Berserk Pack";
135 = "Invisibility Sphere";
136 = "Radiation Suit";
137 = "Computer Map";
138 = "Light-Amp Goggles";
139 = "Box Of Ammo";
140 = "Rocket (Ammo)";
141 = "Box Of Rockets";
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142 = "Energy Cell Pack";
143 = "Box Of Shells";
144 = "Backpack";
145 = "Guts";
146 = "Blood Pool 1";
147 = "Blood Pool 2";
148 = "Blood Pool 3";
149 = "Flaming Barrel";
150 = "Brains";
151 = "Scripted Marine";
152 = "Health Bonus";
153 = "Mancubus Shot";
154 = "Baron Fireball";
//216 = "Grenade";
}
spawn_projectile
{
0 = "None";
10 = "Imp Fireball";
33 = "Super Shotgun";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
51 = "Plasma Bolt";
53 = "Tracer";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
110 = "Lost Soul";
126 = "Cacodemon Shot";
127 = "Rocket (Projectile)";
128 = "BFG Shot";
129 = "Arachnotron Plasma Bolt";
131 = "Bullet Puff";
153 = "Mancubus Shot";
154 = "Baron Fireball";
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}
}
enums_heretic
{
keys
{
0 = "None";
1 = "Green key";
2 = "Blue key";
3 = "Yellow key";
129 = "Green key";
130 = "Blue key";
131 = "Yellow key";
100 = "Any key";
101 = "All keys";
229 = "All keys";
}
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spawnthing
{
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1 = "Sabreclaw";
2 = "Nitrogolem";
3 = "Weredragon";
4 = "Golem";
5 = "Gargoyle";
6 = "Undead Warrior";
7 = "Fire Gargoyle";
8 = "Ghost Golem";
9 = "Ghost Nitrogolem";
10 = "Gargoyle Shot";
11 = "Wand Crystal";
12 = "Wand Geode";
14 = "Morph Ovum";
15 = "Wings of Wrath";
19 = "Disciple of D'Sparil";
20 = "Iron Lich";
21 = "Bridge";
23 = "Crystal Vial";
24 = "Quartz Flask";
25 = "Mystic Urb";
27 = "Ethereal Crossbow";
28 = "Dragon Claw";
29 = "Phoenix Rod";
30 = "Hell Staff";
31 = "Fire Mace";
32 = "Gauntlets of the Necromancer";
33 = "Ethereal Arrows";
34 = "Ethereal Quiver";
35 = "Mace Sphere";
36 = "Mace Sphere Pile";
37 = "Claw Orb";
38 = "Energy Orb";
40 = "Morph Ovum Shot";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
68 = "Silver Shield";
69 = "Enchanted Shield";
72 = "Time Bomb of the Ancients";
73 = "Torch";
85 = "Blue Key";
86 = "Green Key";
87 = "Yellow Key";
110 = "Wind Sound";
111 = "Waterfall Sound";
120 = "Weredragon Shot";
121 = "Feather";
122 = "Chicken";
123 = "Volcano Blast";
124 = "Tiny Volcano Blast";
125 = "Pod";
126 = "Pod Generator";
127 = "Ethereal Axe";
128 = "Bloody Axe";
129 = "Ghost Warrior";
130 = "Blood";
131 = "Golem Shot";
132 = "Ophidian";
133 = "Ring of Invincibility";
134 = "Tome of Power";
135 = "Shadow Sphere";
136 = "Bag of Holding";
137 = "Map Scroll";
138 = "Ophidian Blue Shot";
139 = "Ophidian Yellow Shot";
140 = "Disciple Shot";
141 = "D'Sparil Teleportation Spot";
142 = "D'Sparil on Chaos Serpent";
143 = "D'Sparil alone";
144 = "Chaos Serpent Shot";
145 = "D'Sparil Shot";
146 = "Disciple Summon";
147 = "Main Crossbow Shot";
148 = "Tomed Crossbow Shot";
149 = "Secondary Crossbow Shot";
150 = "Volcano";
151 = "Small Goldwand Shot";
152 = "Tomed Goldwand Shot";
153 = "Crushing Firemace Sphere";
154 = "Firemace Sphere";
155 = "Small Firemace Sphere";
156 = "Large Firemace Sphere";
157 = "Dragonclaw Ripper";
158 = "SkullRodAmmo";
159 = "SkullRodHefty";
160 = "HornRodFX1";
161 = "PhoenixRodAmmo";
162 = "PhoenixRodHefty";
163 = "PhoenixFX1";
164 = "Iron Lich Ice Shot";
165 = "Iron Lich Whirlwind";
166 = "Red Glitter Generator";
167 = "Blue Glitter Generator";
}
spawn_projectile
{
10 = "Gargoyle Shot";
40 = "Morph Ovum Shot";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
120 = "Weredragon Shot";
123 = "Volcano Blast";
124 = "Tiny Volcano Blast";
131 = "Golem Shot";
138 = "Ophidian Blue Shot";
139 = "Ophidian Yellow Shot";
140 = "Disciple Shot";
141 = "D'Sparil Teleportation Spot";
144 = "Chaos Serpent Shot";
145 = "D'Sparil Shot";
147 = "Main Crossbow Shot";
148 = "Tomed Crossbow Shot";
149 = "Secondary Crossbow Shot";
151 = "Small Goldwand Shot";
152 = "Tomed Goldwand Shot";
164 = "Iron Lich Ice Shot";
165 = "Iron Lich Whirlwind";
}
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}
enums_hexen
{
keys
{
0 = "None";
1 = "Steel key";
2 = "Cave key";
3 = "Axe key";
4 = "Fire key";
5 = "Emerald key";
6 = "Dungeon key";
7 = "Silver key";
8 = "Rusted key";
9 = "Horn key";
10 = "Swamp key";
11 = "Castle key";
101 = "All keys";
229 = "All keys";
}
spawnthing
{
1 = "Centaur";
2 = "Slaughtaur";
3 = "Green Chaos Serpent";
4 = "Ettin";
5 = "Affrit";
6 = "Swamp Stalker";
7 = "Swamp Stalker Boss";
8 = "Reiver";
9 = "Buried Reiver";
10 = "Fireball";
11 = "Blue Mana";
12 = "Green Mana";
13 = "Boots of Speed";
14 = "Porkalator";
15 = "Wings of Wrath";
16 = "Dark Servant";
17 = "Banishment Device";
19 = "Dark Bishop";
20 = "Wendigo";
21 = "Glitter Bridge";
22 = "Dragonskin Bracers";
23 = "Crystal Vial";
24 = "Quartz Flask";
25 = "Mystic Urn";
26 = "Krater of Might";
27 = "Timon's Axe";
28 = "Hammer of Retribution";
29 = "Quietus Hilt";
30 = "Quietus Crossguard";
31 = "Quietus Blade";
32 = "Serpent Staff";
33 = "Wraithverge Crescent";
34 = "Wraithverge Cross";
35 = "Wraithverge Handle";
36 = "Ice Shards Spell";
37 = "Bloodscourge Grip";
38 = "Bloodscourge Haft";
39 = "Bloodscourge Jewel";
40 = "Porkalator Shot";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
50 = "Arrow";
51 = "Dart";
52 = "Poison Dart";
53 = "Ripper Ball";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
64 = "Blade";
65 = "Ice Shard";
66 = "Small Flame";
67 = "Large Flame";
68 = "Mesh Armor";
69 = "Falcon Shield";
70 = "Platinum Helm";
71 = "Amulet Of Warding";
72 = "Flechette";
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73 = "Torch";
74 = "Disc of Repulsion";
75 = "Combined Mana";
76 = "Yorick's skull";
77 = "Heart of D'Sparil";
78 = "Ruby planet";
79 = "Emerald planet #1";
80 = "Emerald planet #2";
81 = "Sapphire planet #1";
82 = "Sapphire planet #2";
83 = "Daemon Codex";
84 = "Liber Obscura";
85 = "Steel key";
86 = "Cave key";
87 = "Axe key";
88 = "Fire key";
89 = "Emerald key";
90 = "Dungeon key";
91 = "Silver key";
92 = "Rusted key";
93 = "Horn key";
94 = "Swamp key";
95 = "Water drip";
96 = "Small temporary flame";
97 = "Small Flame";
98 = "Large temporary flame";
99 = "Large Flame";
100 = "Phantasmal green chaos serpent";
101 = "Phantasmal brown chaos serpent";
102 = "Phantasmal ettin";
103 = "Phantasmal centaur";
104 = "Raised spike";
105 = "Burried spike";
106 = "Dripping flesh";
107 = "Dripping flesh";
108 = "Reiver fireball sparks";
110 = "Wind Sound";
130 = "Blood";
133 = "Icon of the Defender";
}
spawn_projectile
{
10 = "Fireball";
40 = "Porkalator Shot";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
50 = "Arrow";
51 = "Dart";
52 = "Poison Dart";
53 = "Ripper Ball";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
65 = "Ice Shard";
}
puzzle_items
{
0 = "Yorick's skull";
1 = "Heart of D'Sparil";
2 = "Ruby Planet";
3 = "Emerald Planet (1)";
4 = "Emerald Planet (2)";
5 = "Sapphire Planet (1)";
6 = "Sapphire Planet (2)";
7 = "Daemon Codex";
8 = "Liber Obscura";
9 = "Flame Mask";
10 = "Glaive Seal";
11 = "Holy Relic";
12 = "Sigil of the Magus";
13 = "Iron gear";
14 = "Brass gear";
15 = "Brass and iron gear";
16 = "Silver and brass gear";
}
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}
enums_strife
{
keys
{
0 = "None";
1 = "Base Key (Front)";
2 = "Governor's Key";
3 = "Travel Passcard";
4 = "Blue ID Badge";
5 = "Prison Key";
6 = "Severed Hand";
7 = "Power Key 1";
8 = "Power Key 2";
9 = "Power Key 3";
10 = "Gold Key";
11 = "Gold ID Badge";
12 = "Silver Key";
13 = "Oracle Key";
14 = "Military ID";
15 = "Order Key";
16 = "Warehouse Key";
17 = "Brass Key";
18 = "Red Crystal Key";
19 = "Blue Crystal Key";
20 = "Chapel Key";
21 = "Catacomb Key";
22 = "Security Key";
23 = "Core Key";
24 = "Mauler Key";
25 = "Factory Key";
26 = "Mine Key";
27 = "New Key 5";
50 = "Prison Pass";
51 = "Oracle Pass";
103 = "Retail Version Only"; // this was used in shareware Strife
}
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spawnthing
{
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11 = "Clip Of Bullets";
68 = "Leather Armor";
69 = "Metal Armor";
75 = "Energy Pod";
135 = "Shadow Armor";
136 = "Environmental Suit";
137 = "Computer Map";
139 = "Box Of Bullets";
140 = "Mini-Missiles";
141 = "Crate of Missiles";
142 = "Energy Pack";
144 = "Ammo Satchel";
}
}
enums_chex
{
keys
{
0 = "None";
1 = "Red key card";
2 = "Blue key card";
3 = "Yellow key card";
4 = "Red Flem key";
5 = "Blue Flem key";
6 = "Yellow Flem key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
129 = "Any red key";
130 = "Any blue key";
131 = "Any yellow key";
229 = "One of each color";
}
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spawnthing
{
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41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
130 = "Blood";
142 = "Phasing Zorcher Pack";
}
}
enums_chex3
{
keys
{
0 = "None";
1 = "Red key card";
2 = "Blue key card";
3 = "Yellow key card";
4 = "Red Flem key";
5 = "Blue Flem key";
6 = "Yellow Flem key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
129 = "Any red key";
130 = "Any blue key";
131 = "Any yellow key";
229 = "One of each color";
}
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spawnthing
{
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1 = "Flemoidus Bipedicus";
3 = "Flemoidus Maximus";
4 = "Flemoidus Commonus";
5 = "Armored Flemoidus";
7 = "Flembomination";
8 = "Stridicus";
9 = "Cycloptis Commonus";
10 = "Bipedicus Shot";
19 = "Super Cycloptis";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
100 = "Statue of the Thinker";
101 = "Orange tree";
110 = "Flem mine";
113 = "Flembrane";
114 = "Lord Snotfolus";
117 = "Flemoid Larva";
118 = "Statue of David";
119 = "Statue of Ramses";
120 = "Statue of King Tut";
121 = "Statue of the Chex Warrior";
122 = "Quadrumpus";
125 = "Flemoid power strand";
126 = "Cycloptis shot";
130 = "Blood";
138 = "Ultra goggles";
142 = "Phasing Zorcher Pack";
147 = "Flower";
148 = "Beaker";
150 = "Small bush";
154 = "Maximus shot";
}
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}
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enums_harmony
{
keys
{
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0 = "None";
1 = "Purple key card";
2 = "Green key card";
3 = "Yellow key card";
4 = "Purple Pax Pox key";
5 = "Green Pax Pox key";
6 = "Yellow Pax Pox key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
129 = "Any Purple key";
130 = "Any Green key";
131 = "Any yellow key";
229 = "One of each color";
}
spawnthing
{
0 = "None";
1 = "Follower";
2 = "Mutant Soldier";
3 = "Critter";
4 = "Beastling";
6 = "Phage";
7 = "Echidna";
8 = "Breaking grid";
11 = "Flies";
20 = "Predator";
21 = "Hack Bridge";
23 = "Healing Mushroom";
24 = "First Aid Kit";
25 = "Huge healing mushroom";
27 = "Shotgun";
28 = "Minigun";
29 = "Grenade Launcher";
30 = "Entropy Thrower";
31 = "Hand Grenade";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
51 = "Plasma Bolt";
53 = "Predator Shot";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
68 = "Amazon Armor";
69 = "NDF Armor";
85 = "Green Keycard";
86 = "Purple Keycard";
87 = "Yellow Keycard";
88 = "Yellow key";
89 = "Purple key";
90 = "Green key";
110 = "Mine";
111 = "Falling Follower";
112 = "Grid obstacle";
114 = "Centaur";
125 = "Explosive Barrel";
127 = "Launched Grenade";
128 = "Thrown Grenade";
129 = "Phage Shot";
130 = "Blood";
131 = "Bullet Puff";
137 = "Computer Map";
139 = "Box Of Ammo";
140 = "Grenade";
141 = "Grenade Belt";
142 = "Energy Cell Pack";
143 = "Box Of Shells";
144 = "Backpack";
147 = "Grenade Blast";
}
}
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enums_action2
{
keys
{
0 = "None";
}
spawnthing
{
21 = "Hack Bridge";
41 = "Rock debris #1";
42 = "Rock debris #2";
43 = "Rock debris #3";
44 = "Dirt #1";
45 = "Dirt #2";
46 = "Dirt #3";
47 = "Dirt #4";
48 = "Dirt #5";
49 = "Dirt #6";
54 = "Glass shard #1";
55 = "Glass shard #2";
56 = "Glass shard #3";
57 = "Glass shard #4";
58 = "Glass shard #5";
59 = "Glass shard #6";
60 = "Glass shard #7";
61 = "Glass shard #8";
62 = "Glass shard #9";
63 = "Glass shard #10";
244 = "Wood shard";
245 = "Glass shard";
246 = "Tire";
247 = "Paint chip";
248 = "Car hood";
249 = "Car door";
250 = "Soda #3";
251 = "Soda #2";
252 = "Soda #1";
253 = "Candy #3";
254 = "Candy #2";
255 = "Candy #1";
}
}
// Default thing filters
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// (these are not required, just useful for new users)
thingsfilters_udmf
{
filter0
{
name = "Keys only";
category = "keys";
type = -1;
}
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
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filter1
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{
name = "Deathmatch";
category = "";
type = -1;
fields
{
dm = true;
}
}
filter2
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{
name = "Cooperative";
category = "";
type = -1;
fields
{
coop = true;
}
}
filter3
{
name = "Skill 1";
category = "";
type = -1;
fields
{
skill1 = true;
}
}
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filter4
{
name = "Skill 2";
category = "";
type = -1;
fields
{
skill2 = true;
}
}
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filter5
{
name = "Skill 3";
category = "";
type = -1;
fields
{
skill3 = true;
}
}
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filter6
{
name = "Skill 4";
category = "";
type = -1;
fields
{
skill4 = true;
}
}
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filter7
{
name = "Skill 5";
category = "";
type = -1;
fields
{
skill5 = true;
}
}
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filter8
{
name = "Skill 6";
category = "";
type = -1;
fields
{
skill6 = true;
}
}
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filter9
{
name = "Skill 7";
category = "";
type = -1;
fields
{
skill7 = true;
}
}
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filter10
{
name = "Skill 8";
category = "";
type = -1;
fields
{
skill8 = true;
}
}
}
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// Special linedefs
speciallinedefs_doomhexen
{
singlesidedflag = 1; // See linedefflags
doublesidedflag = 4; // See linedefflags
impassableflag = 1;
upperunpeggedflag = 8;
lowerunpeggedflag = 16;
}
speciallinedefs_udmf
{
singlesidedflag = "blocking";
doublesidedflag = "twosided";
impassableflag = "blocking";
upperunpeggedflag = "dontpegtop";
lowerunpeggedflag = "dontpegbottom";
defaultlinedefactivation = "playercross"; //mxd. Used when translating a map to UDMF
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}
// Door making
// makedoortrack is not given here because it depends on available textures
doormaking_doom
{
makedooraction = 1; // See linedeftypes
}
doormaking_hexen
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{
makedooraction = 202; // See linedeftypes
makedooractivate = 1024;
makedoorflags { 512; }
makedoorarg0 = 0;
makedoorarg1 = 16;
makedoorarg2 = 0;
makedoorarg3 = 34;
makedoorarg4 = 0;
}
doormaking_udmf
{
makedooraction = 202; // See linedeftypes
makedoorflags { playeruse; repeatspecial; }
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makedoorarg0 = 0;
makedoorarg1 = 16;
makedoorarg2 = 0;
makedoorarg3 = 34;
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makedoorarg4 = 0;
}