UltimateZoneBuilder/Build/Configurations/Edge.cfg

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/*************************************************************\
Doom Builder Game Configuration for Edge
\*************************************************************/
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// This is required to prevent accedential use of a different configuration
type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
game = "Edge";
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// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
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// Default lump name for new map
defaultlumpname = "MAP01";
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// Special linedefs
soundlinedefflags = 64; // See linedefflags
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singlesidedflags = 1; // See linedefflags
doublesidedflags = 4; // See linedefflags
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impassableflags = 1;
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// Generalized actions
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generalizedlinedefs = false;
generalizedsectors = false;
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// Texture loading options
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mixtexturesflats = false;
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defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
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// Thing number for start position in 3D Mode
start3dmode = 32000;
// Default flags for first new thing
defaulthingflags = 7; //1 + 2 + 4
/*
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.
*/
// Texture sources
textures
{
}
// Flat sources
flats
{
standard1
{
start = "F_START";
end = "F_END";
}
standard2
{
start = "FF_START";
end = "FF_END";
}
standard3
{
start = "FF_START";
end = "F_END";
}
standard4
{
start = "F_START";
end = "FF_END";
}
}
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect
{
EXTENDED = 2;
BEHAVIOR = 2;
E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1;
E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1;
E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1;
E4M1 = 1; E4M2 = 1; E4M3 = 1; E4M4 = 1; E4M5 = 1; E4M6 = 1; E4M7 = 1; E4M8 = 1; E4M9 = 1;
MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
MAP31 = 1; MAP32 = 1; MAP33 = 1; MAP34 = 1; MAP35 = 1; MAP36 = 1; MAP37 = 1; MAP38 = 1; MAP39 = 1; MAP40 = 1;
MAP41 = 1;
}
/*
MAP LUMP NAMES
Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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To indicate the map header lump, use ~MAP
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Legenda:
required = Lump is required to exist.
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
nodebuild = The nodebuilder generates this lump.
allowempty = The nodebuilder is allowed to leave this lump empty.
script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
maplumpnames
{
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~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
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THINGS
{
required = true;
nodebuild = true;
allowempty = true;
}
LINEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
SIDEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
VERTEXES
{
required = true;
nodebuild = true;
allowempty = false;
}
SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
SSECTORS
{
required = false;
nodebuild = true;
allowempty = false;
}
NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
SECTORS
{
required = true;
nodebuild = true;
allowempty = false;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = false;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = false;
}
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}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
255;
240;
224;
208;
192;
176;
160;
144;
128;
112;
96;
80;
64;
48;
32;
16;
0;
}
// SECTOR TYPES
sectortypes
{
0 = "Normal";
1 = "Light Random Off";
2 = "Light Blink Half Second";
3 = "Light Blink 1 Second";
4 = "Light Blink And Damage";
5 = "Damage Large";
7 = "Damage Small";
8 = "Light Oscillate";
9 = "Secret";
10 = "Ceiling Close 30 Sec";
11 = "End Damage Special";
12 = "Light Sync Half Second";
13 = "Light Sync 1 Second";
14 = "Door Open Close (opens after 5 min)";
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16 = "Damage Extreme";
17 = "Light Flicker";
18 = "EDGE Water Liquid Extrafloor SCROLL/PUSH North";
19 = "EDGE Water Liquid Extrafloor SCROLL/PUSH North East";
20 = "EDGE Water Liquid Extrafloor SCROLL/PUSH East";
21 = "EDGE Water Liquid Extrafloor SCROLL/PUSH South East";
22 = "EDGE Water Liquid Extrafloor SCROLL/PUSH South";
23 = "EDGE Water Liquid Extrafloor SCROLL/PUSH South West";
24 = "EDGE Water Liquid Extrafloor SCROLL/PUSH West";
25 = "EDGE Water Liquid Extrafloor SCROLL/PUSH North West";
26 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH North";
27 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH North East";
28 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH East";
29 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH South East";
30 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH South";
31 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH South West";
32 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH West";
33 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH North West";
34 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH North";
35 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH North East";
36 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH East";
37 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH South East";
38 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH South";
39 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH South West";
40 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH West";
41 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH North West";
42 = "EDGE Push North";
43 = "EDGE Push North East";
44 = "EDGE Push East";
45 = "EDGE Push South East";
46 = "EDGE Push South";
47 = "EDGE Push South West";
48 = "EDGE Push West";
49 = "EDGE Push North West";
50 = "EDGE Scroll Floor Texture North";
51 = "EDGE Scroll Floor Texture North East";
52 = "EDGE Scroll Floor Texture East";
53 = "EDGE Scroll Floor Texture South East";
54 = "EDGE Scroll Floor Texture South";
55 = "EDGE Scroll Floor Texture South West";
56 = "EDGE Scroll Floor Texture West";
57 = "EDGE Scroll Floor Texture North West";
58 = "EDGE Scroll Floor Texture/Push North";
59 = "EDGE Scroll Floor Texture/Push North East";
60 = "EDGE Scroll Floor Texture/Push East";
61 = "EDGE Scroll Floor Texture/Push South East";
62 = "EDGE Scroll Floor Texture/Push South";
63 = "EDGE Scroll Floor Texture/Push South West";
64 = "EDGE Scroll Floor Texture/Push West";
65 = "EDGE Scroll Floor Texture/Push North West";
66 = "EDGE Blue Hue (Swimable Water)";
67 = "EDGE Green Hue";
68 = "EDGE Green Hue + Damage";
69 = "EDGE Red Hue";
70 = "EDGE Red Hue + Damage";
}
// LINEDEF FLAGS
linedefflags
{
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1 = "Impassable";
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2 = "Block Monster";
4 = "Double Sided";
8 = "Upper Unpegged";
16 = "Lower Unpegged";
32 = "Secret";
64 = "Block Sound";
128 = "Hidden";
256 = "Shown";
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// LINEDEF TYPES
// [type] [category] [description]
// i know this should be done the same way as the things types,
// but hey, are you willing to reformat the linedef types for each config?
linedeftypes
{
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0 = " None";
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1 = " Open Door (closes)";
2 = " Walk Once - Open the Door";
3 = " Walk Once - Close the Door";
4 = " Walk Once - Raise the Door (with close)";
5 = " Walk Once - Raise the floor to the next highest neighbour floor height";
6 = " Walk Once - Fast ceiling crush";
7 = " Build Stairs S1";
8 = " Walk once - Build stairs";
9 = " Donut S1";
10 = " Walk once - Platform down, wait, and then back up";
11 = " Exit Level S1";
12 = " Walk once - Lights to the level of brightest neighbour";
13 = " Walk once - Lights to brightest (255)";
14 = " Raise floor 32 and change S1";
15 = " Raise floor 24 and change S1";
16 = " Walk once - Close Door 30 W1";
17 = " Walk once - Start light strobing";
18 = " Raise Floor to next S1";
19 = " Walk once - Lower floor to the next lowest floor";
20 = " Raise floor to next highest and change S1";
21 = " Plat down wait up stay";
22 = " Walk once - Raise to next highest floor";
23 = " Lower floor to lowest S1";
24 = " Raise floor G1";
25 = " Walk once - Ceiling Crush and Raise W1";
26 = " Blue Door SR";
27 = " Yellow Door SR";
28 = " Red Door SR";
29 = " Raise Door S1";
30 = " Raise Floor to texture";
31 = " Manual Door open S1";
32 = " Blue Door open S1";
33 = " Red Door open S1";
34 = " Yellow Door open S1";
35 = " Lights 35";
36 = " Lower Floor (Turbo) W1";
37 = " Lower and Change W1";
38 = " Lower floor to lowest W1";
39 = " Walk Once - Player and Creature Teleport";
40 = " Raise Ceiling to HEC W1";
41 = " Lower Ceiling to floor S1";
42 = " Switch repeater - Close Door";
43 = " Switch Repeater - Lower ceiling the the floor";
44 = " Ceiling Crush W1";
45 = " Switch Repeater - Lower floor to the next lowest surrounding floor";
46 = " Open Door GR";
47 = " Raise floor to nearest and change G1";
48 = " Scroll Left";
49 = " Ceiling crush and raise S1";
50 = " Close door S1";
51 = " Secret exit S1";
52 = " Exit W1";
53 = " Perpetual Raise W1";
54 = " Platform Stop W1";
55 = " Raise floor crush S1";
56 = " Raise floor crush W1";
57 = " Ceiling crush stop W1";
58 = " Raise floor 24";
59 = " Raise floor 24 and change W1";
60 = " Switch Repeater - Lower floor to the lowest surrounding floor";
61 = " Switch Repeater - Open door";
62 = " Switch Repeater - Platform goes down, wait, then up and stay";
63 = " Switch Repeater - Raise the door (closes after pause)";
64 = " Raise floor to ceiling SR";
65 = " Raise floor crush SR";
66 = " Raise floor 24 and change SR";
67 = " Raise floor 32 and change SR";
68 = " Raise floor to nearest and change SR";
69 = " Raise floor to nearest SR";
70 = " Turbo lower floor SR";
71 = " Turbo lower floor S1";
72 = " Ceiling crush WR";
73 = " Ceiling crush and raise WR";
74 = " Ceiling crush and stop WR";
75 = " Close door WR";
76 = " Close door for 30 WR";
77 = " Fast crushing ceiling WR";
78 = " Transfer floor texture (NXP) SR (Boom)";
79 = " Lights Dark 35 WR";
80 = " Lights Neighbour WR";
81 = " Lights 255 WR";
82 = " Lower floor to lowest WR";
83 = " Lower floor WR";
84 = " Lower and change WR";
85 = " Scroll Right (Boom)";
86 = " Open door WR";
87 = " Perpetual plat raise WR";
88 = " Plat down wait up stay WR";
89 = " Plat stop WR";
90 = " Raise door WR";
91 = " Raise floor WR";
92 = " Raise floor 24 WR";
93 = " Raise floor 24 and change WR";
94 = " Raise floor crush WR";
95 = " Raise floor to nearest and change WR";
96 = " Raise to texture WR";
97 = " Teleport WR";
98 = " Lower floor turbo WR";
99 = " Blaze open door blue SR";
100 = " Build stairs turbo 16 W1";
101 = " Raise floor S1";
102 = " Lower floor to surrounding S1";
103 = " Open door S1";
104 = " Lights off W1";
105 = " Blazing door raise WR";
106 = " Blazing door open WR";
107 = " Blazing door close WR";
108 = " Blazing door raise W1";
109 = " Blazing door open W1";
110 = " Blazing door close W1";
111 = " Blazing door raise S1";
112 = " Blazing door open S1";
113 = " Blazing door close S1";
114 = " Blazing door raise SR";
115 = " Blazing door open SR";
116 = " Blazing door close SR";
117 = " Blazing door raise SR";
118 = " Blazing door open S1";
119 = " Raise floor to next highest W1";
120 = " Blazing plat down wait up stay WR";
121 = " Blazing plat down wait up stay W1";
122 = " Blazing plat down wait up stay S1";
123 = " Blazing plat down wait up stay SR";
124 = " Secret exit W1";
125 = " Monster Teleport W1";
126 = " Teleport monsters WR";
127 = " Build stairs turbo 16 S1";
128 = " Raise to nearest floor WR";
129 = " Raise floor turbo WR";
130 = " Raise floor turbo W1";
131 = " Raise floor turbo S1";
132 = " Raise floor turbo SR";
133 = " Blazing open door blue S1";
134 = " Blaze open door red SR";
135 = " Blazing open door red S1";
136 = " Blazing door open yellow SR";
137 = " Blazing open door yellow S1";
138 = " Lights on SR";
139 = " Lights 35 SR";
140 = " Switch Once - Raise the floor up by 512";
141 = " Silent crushing ceiling W1";
142 = " Raise the floor up by 512 W1 (Boom)";
143 = " Raise floor 24 and change W1 (Boom)";
144 = " Raise floor 32 and change W1 (Boom)";
145 = " Lower ceiling to floor W1 (Boom)";
146 = " Donut W1 (Boom)";
147 = " Raise the floor up by 512 WR (Boom)";
148 = " RAISE FLOOR 24 AND CHANGE WR (Boom)";
149 = " RAISE FLOOR 32 AND CHANGE WR (Boom)";
150 = " SILENT CRUSHING CEILING WR (Boom)";
151 = " RAISE CEILING TO HEC WR (Boom)";
152 = " LOWER CEILING TO FLOOR WR (Boom)";
153 = " Transfer floor texture (TXP) W1 (Boom)";
154 = " Transfer floor texture (TXP) WR (Boom)";
155 = " DONUT WR (Boom)";
156 = " Start light strobing WR (Boom)";
157 = " Lights to dimmest neighbour WR (Boom)";
158 = " RAISE FLOOR TO TEXTURE S1 (Boom)";
159 = " LOWER AND CHANGE S1 (Boom)";
160 = " RAISE FLOOR 24 AND CHANGE S1 (Boom)";
161 = " RAISE FLOOR 24 S1 (Boom)";
162 = " PERPETUAL RAISE S1 (Boom)";
163 = " PLATFORM STOP S1 (Boom)";
164 = " Fast ceiling crush S1 (Boom)";
165 = " SILENT CRUSHING CEILING S1 (Boom)";
166 = " RAISE CEILING TO HEC S1 (Boom)";
167 = " CEILING LOWER TO FLOOR+8 S1 (Boom)";
168 = " CEILING CRUSH STOP S1 (Boom)";
169 = " Lights to brightest neighbour S1 (Boom)";
170 = " LIGHTS 35 S1 (Boom)";
171 = " LIGHTS 255 S1 (Boom)";
172 = " Start light strobing S1 (Boom)";
173 = " Lights to dimmest neighbour S1 (Boom)";
174 = " Player and Creature Teleport S1 (Boom)";
175 = " CLOSE DOOR 30 S1 (Boom)";
176 = " RAISE FLOOR TO TEXTURE SR (Boom)";
177 = " LOWER AND CHANGE SR (Boom)";
178 = " Raise the floor up by 512 SR (Boom)";
179 = " RAISE FLOOR 24 AND CHANGE SR (Boom)";
180 = " RAISE FLOOR 24 SR (Boom)";
181 = " PERPETUAL RAISE SR (Boom)";
182 = " PLATFORM STOP SR (Boom)";
183 = " Fast ceiling crush SR (Boom)";
184 = " CEILING CRUSH AND RAISE SR (Boom)";
185 = " SILENT CRUSHING CEILING SR (Boom)";
186 = " RAISE CEILING TO HEC SR (Boom)";
187 = " CEILING LOWER TO FLOOR+8 SR (Boom)";
188 = " CEILING CRUSH STOP SR (Boom)";
189 = " Transfer floor texture (TXP) S1 (Boom)";
190 = " Transfer floor texture (TXP) SR (Boom)";
191 = " DONUT SR (Boom)";
192 = " Lights to brightest neighbour SR (Boom)";
193 = " Start light strobing SR (Boom)";
194 = " Lights to dimmest neighbour SR (Boom)";
195 = " Player and Creature Teleport SR (Boom)";
196 = " CLOSE DOOR 30 SR (Boom)";
197 = " EXIT LEVEL G1 (Boom)";
198 = " SECRET EXIT G1 (Boom)";
199 = " LOWER CEILING TO LOWEST NEIGHBOUR W1 (Boom)";
200 = " LOWER CEILING TO HIGHEST FLOOR W1 (Boom)";
201 = " LOWER CEILING TO LOWEST NEIGHBOUR WR (Boom)";
202 = " LOWER CEILING TO HIGHEST FLOOR WR (Boom)";
203 = " LOWER CEILING TO LOWEST NEIGHBOUR S1 (Boom)";
204 = " LOWER CEILING TO HIGHEST FLOOR S1 (Boom)";
205 = " LOWER CEILING TO LOWEST NEIGHBOUR SR (Boom)";
206 = " LOWER CEILING TO HIGHEST FLOOR SR (Boom)";
207 = " Silent Preserving Teleport W1 (Boom)";
208 = " Silent Preserving Teleport WR (Boom)";
209 = " Silent Preserving Teleport S1 (Boom)";
210 = " Silent Preserving Teleport SR (Boom)";
213 = " Transfer lighting to tagged floor (Boom)";
219 = " LOWER FLOOR TURBO W1 (Boom)";
220 = " LOWER FLOOR TURBO WR (Boom)";
221 = " LOWER FLOOR TURBO S1 (Boom)";
222 = " LOWER FLOOR TURBO SR (Boom)";
239 = " Transfer floor texture (NXP) W1 (Boom)";
240 = " Transfer floor texture (NXP) WR (Boom)";
241 = " Transfer floor texture (NXP) S1 (Boom)";
242 = " Deep water (Boom)";
250 = " Scroll tagged ceiling (Boom)";
251 = " Scroll tagged floor (Boom)";
252 = " Carry objects on floor (Boom)";
253 = " Scroll floor and carry objects (Boom)";
254 = " Scroll tagged wall (Boom)";
255 = " Scroll wall by sidedef offsets (Boom)";
256 = " BUILD STAIRS WR (Boom)";
257 = " BUILD STAIRS TURBO 16 WR (Boom)";
258 = " BUILD STAIRS SR (Boom)";
259 = " Make tagged lines translucent (Boom)";
261 = " Transfer lighting to tagged ceiling (Boom)";
268 = " Monster-only Silent Teleport W1 (Boom)";
269 = " Monster-only Silent Teleport WR (Boom)";
280 = " Legacy '3D liquid floor' (same as EDGE line type 405)";
281 = " Legacy '3D floor'";
289 = " Legacy '3D floor' (doesnt affect light below the '3D floor')";
400 = " EDGE Thick Extrafloor (dummy texture)";
401 = " EDGE Thick Extrafloor (master upper texture)";
402 = " EDGE Thick Extrafloor (master lower texture)";
403 = " EDGE Liquid Extrafloor (solid)";
404 = " EDGE Liquid Extrafloor (20% Translucent)";
405 = " EDGE Liquid Extrafloor (40% Translucent)";
406 = " EDGE Liquid Extrafloor (60% Translucent)";
407 = " EDGE Liquid Extrafloor (80% Translucent)";
408 = " EDGE Liquid Extrafloor (Invisible)";
409 = " EDGE Translucent Linedef (20%)";
410 = " EDGE Translucent Linedef (40%)";
411 = " EDGE Translucent Linedef (60%)";
412 = " EDGE Translucent Linedef (80%)";
413 = " EDGE Thin Extrafloor (opaque)";
414 = " EDGE Thin Extrafloor (20% Translucent)";
415 = " EDGE Thin Extrafloor (40% Translucent)";
416 = " EDGE Thin Extrafloor (60% Translucent)";
417 = " EDGE Thin Extrafloor (80% Translucent)";
418 = " EDGE Enable Tagged RTS S1";
419 = " EDGE Enable Tagged RTS SR";
420 = " EDGE Enable Tagged RTS W1";
421 = " EDGE Enable Tagged RTS WR";
422 = " EDGE SCROLL RIGHT";
423 = " EDGE SCROLL UP";
424 = " EDGE SCROLL DOWN";
425 = " EDGE SCROLL LEFT AND UP";
426 = " EDGE SCROLL LEFT AND DOWN";
427 = " EDGE SCROLL RIGHT AND UP";
428 = " EDGE SCROLL RIGHT AND DOWN";
429 = " EDGE SCROLL FAST LOWER AND MIDDLE TEXTURE (LIQUID FALLS)";
430 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (20% TRANSLUCENT)";
431 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (40% TRANSLUCENT)";
432 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (60% TRANSLUCENT)";
433 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (80% TRANSLUCENT)";
434 = " EDGE SWITCH ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
435 = " EDGE SWITCH REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
436 = " EDGE WALK ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
437 = " EDGE WALK REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
438 = " EDGE SHOOT ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
439 = " EDGE SHOOT REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
440 = " EDGE Enable Tagged RTS SHOOT1";
441 = " EDGE Enable Tagged RTS SHOOTR";
442 = " EDGE Sliding door (LEFT), SR + MONSTERS";
443 = " EDGE Sliding door (LEFT), SR";
444 = " EDGE Sliding door (LEFT), SR + FAST";
445 = " EDGE Sliding door (LEFT), S1";
446 = " EDGE Sliding door (RIGHT), SR + MONSTERS";
447 = " EDGE Sliding door (RIGHT), SR";
448 = " EDGE Sliding door (RIGHT), SR + FAST";
449 = " EDGE Sliding door (RIGHT), S1";
450 = " EDGE Sliding door (CENTER), SR + MONSTERS";
451 = " EDGE Sliding door (CENTER), SR";
452 = " EDGE Sliding door (CENTER), SR + FAST";
453 = " EDGE Sliding door (CENTER), S1";
}
// THING FLAGS
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Deaf";
16 = "Multiplayer";
}
// THING FLAGS ERROR MASK
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
// THING TYPES
thingtypes
{
editor
{
color = 15; // White
arrow = 1;
title = "Editor Things";
width = 16;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
error = 0;
32000 = "3D Mode start";
}
players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
1
{
title = "Player 1 start";
sprite = "PLAYA2A8";
}
2
{
title = "Player 2 start";
sprite = "PLAYA2A8";
}
3
{
title = "Player 3 start";
sprite = "PLAYA2A8";
}
4
{
title = "Player 4 start";
sprite = "PLAYA2A8";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYF1";
}
}
teleports
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 0;
error = 0;
14
{
title = "Teleport Destination";
sprite = "TFOGB0";
}
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 20;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
3004
{
title = "Former Human";
sprite = "POSSA2A8";
}
9
{
title = "Former Sergeant";
sprite = "SPOSA2A8";
}
3001
{
title = "Imp";
sprite = "TROOA2A8";
}
65
{
title = "Chaingunner";
sprite = "CPOSA2";
}
3002
{
title = "Demon";
width = 30;
sprite = "SARGA2A8";
}
58
{
title = "Spectre";
width = 30;
sprite = "SARGA2A8";
}
3006
{
title = "Lost Soul";
width = 16;
sprite = "SKULA8A2";
}
3005
{
title = "Cacodemon";
width = 31;
sprite = "HEADA2A8";
}
69
{
title = "Hell Knight";
width = 24;
sprite = "BOS2A2C8";
height = 64;
}
3003
{
title = "Baron of Hell";
width = 24;
sprite = "BOSSA2A8";
height = 64;
}
68
{
title = "Arachnotron";
width = 64;
sprite = "BSPIA2A8";
height = 64;
}
71
{
title = "Pain Elemental";
width = 31;
sprite = "PAINA2A8";
}
66
{
title = "Revenant";
sprite = "SKELA2D8";
}
67
{
title = "Mancubus";
width = 48;
sprite = "FATTC2C8";
height = 64;
}
64
{
title = "Archvile";
sprite = "VILEA2D8";
}
16
{
title = "Cyberdemon";
width = 40;
sprite = "CYBRA2";
height = 110;
}
7
{
title = "Spider Mastermind";
width = 128;
sprite = "SPIDA2A8";
height = 100;
}
84
{
title = "Wolfenstein SS";
sprite = "SSWVA2";
}
72
{
title = "Commander Keen";
width = 16;
sprite = "KEENA0";
height = 72;
hangs = 1;
}
88
{
title = "Icon of Sin";
width = 16;
sprite = "BBRNA0";
height = 16;
}
89
{
title = "Monsters Spawner";
sprite = "BOSFB0";
height = 32;
}
87
{
title = "Monsters Target";
height = 32;
}
888
{
title = "Dog";
height = 32;
}
4050
{
title = "Stealth Arachnotron";
height = 32;
}
4051
{
title = "Stealth Archvile";
height = 32;
}
4052
{
title = "Stealth Baron of Hell";
height = 32;
}
4053
{
title = "Stealth Cacodemon";
height = 32;
}
4054
{
title = "Stealth Heavy weapon dude";
height = 32;
}
4055
{
title = "Stealth Demon";
height = 32;
}
4056
{
title = "Stealth Hell knight";
height = 32;
}
4057
{
title = "Stealth Imp";
height = 32;
}
4058
{
title = "Stealth Mancubus";
height = 32;
}
4059
{
title = "Stealth Revenant";
height = 32;
}
4060
{
title = "Stealth Shotgun Guy";
height = 32;
}
4061
{
title = "Stealth Zombie man";
height = 32;
}
7100
{
title = "EDGE Revenant MKII";
height = 32;
}
7101
{
title = "EDGE Teleport spawner";
height = 32;
}
7102
{
title = "Arachnotron MKII";
height = 32;
}
7103
{
title = "Mancubus MKII";
height = 32;
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
height = 25;
hangs = 0;
blocking = 0;
sort = 1;
2005
{
title = "Chainsaw";
sprite = "CSAWA0";
}
2001
{
title = "Shotgun";
sprite = "SHOTA0";
}
82
{
title = "Super Shotgun";
sprite = "SGN2A0";
}
2002
{
title = "Chaingun";
sprite = "MGUNA0";
}
2003
{
title = "Rocket launcher";
sprite = "LAUNA0";
}
2004
{
title = "Plasma gun";
sprite = "PLASA0";
}
2006
{
title = "BFG9000";
sprite = "BFUGA0";
height = 30;
}
}
ammunition
{
color = 6; // Brown
arrow = 0;
title = "Ammunition";
width = 16;
sort = 1;
height = 20;
blocking = 0;
hangs = 0;
2007
{
title = "Ammo clip";
sprite = "CLIPA0";
}
2008
{
title = "Shotgun shells";
sprite = "SHELA0";
}
2010
{
title = "Rocket";
sprite = "ROCKA0";
height = 25;
}
2047
{
title = "Cell charge";
sprite = "CELLA0";
}
2048
{
title = "Box of Ammo";
sprite = "AMMOA0";
}
2049
{
title = "Box of Shells";
sprite = "SBOXA0";
}
2046
{
title = "Box of Rockets";
sprite = "BROKA0";
width = 30;
height = 25;
}
17
{
title = "Cell charge pack";
sprite = "CELPA0";
height = 25;
}
8
{
title = "Backpack";
sprite = "BPAKA0";
}
}
health
{
color = 1; // Blue
arrow = 0;
title = "Health and Armor";
width = 16;
height = 20;
hangs = 0;
blocking = 0;
sort = 1;
2011
{
title = "Stimpack";
sprite = "STIMA0";
}
2012
{
title = "Medikit";
sprite = "MEDIA0";
height = 25;
}
2014
{
title = "Health bonus";
sprite = "BON1A0";
}
2015
{
title = "Armor bonus";
sprite = "BON2A0";
}
2018
{
title = "Green armor";
sprite = "ARM1A0";
}
2019
{
title = "Blue armor";
sprite = "ARM2A0";
}
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Powerups";
width = 20;
height = 20;
hangs = 0;
blocking = 0;
sort = 1;
83
{
title = "Megasphere";
sprite = "MEGAA0";
height = 40;
}
2013
{
title = "Soulsphere";
sprite = "SOULA0";
height = 45;
}
2022
{
title = "Invulnerability";
sprite = "PINVA0";
height = 30;
}
2023
{
title = "Berserk";
sprite = "PSTRA0";
}
2024
{
title = "Invisibility";
sprite = "PINSA0";
height = 45;
}
2025
{
title = "Radiation suit";
sprite = "SUITA0";
height = 60;
}
2026
{
title = "Computer map";
sprite = "PMAPA0";
height = 35;
}
2045
{
title = "Lite Amplification goggles";
sprite = "PVISA0";
}
7000
{
title = "EDGE Nightvision Specs";
sprite = "PMAPA0";
}
7020
{
title = "EDGE Jetpack";
sprite = "SUITA0";
}
}
keys
{
color = 13; // Light Magenta
arrow = 0;
title = "Keys";
width = 16;
height = 20;
hangs = 0;
blocking = 0;
sort = 1;
5
{
title = "Blue keycard";
sprite = "BKEYA0";
}
40
{
title = "Blue skullkey";
sprite = "BSKUB0";
}
13
{
title = "Red keycard";
sprite = "RKEYA0";
}
38
{
title = "Red skullkey";
sprite = "RSKUB0";
}
6
{
title = "Yellow keycard";
sprite = "YKEYA0";
}
39
{
title = "Yellow skullkey";
sprite = "YSKUB0";
}
}
obstacles
{
color = 3; // Cyan
arrow = 0;
title = "Obstacles";
width = 20;
sort = 1;
height = 20;
blocking = 1;
hangs = 0;
2035
{
title = "Barrel";
width = 10;
sprite = "BAR1A0";
height = 32;
}
70
{
title = "Burning barrel";
width = 10;
sprite = "FCANA0";
height = 32;
}
48
{
title = "Tall techno pillar";
sprite = "ELECA0";
}
30
{
title = "Tall green pillar";
sprite = "COL1A0";
}
32
{
title = "Tall red pillar";
sprite = "COL3A0";
}
31
{
title = "Short green pillar";
sprite = "COL2A0";
}
36
{
title = "Short green pillar (beating heart)";
sprite = "COL5A0";
}
33
{
title = "Short red pillar";
sprite = "COL4A0";
}
37
{
title = "Short red pillar (skull)";
sprite = "COL6A0";
}
47
{
title = "Stalagmite";
sprite = "SMITA0";
}
43
{
title = "Gray tree";
sprite = "TRE1A0";
}
54
{
title = "Large brown tree";
width = 32;
sprite = "TRE2A0";
}
41
{
title = "Evil Eye";
sprite = "CEYEA0";
}
42
{
title = "Floating skull rock";
sprite = "FSKUA0";
}
}
lights
{
color = 11; // Light Cyan
arrow = 0;
title = "Light sources";
width = 16;
sort = 1;
height = 16;
blocking = 1;
hangs = 0;
85
{
title = "Tall techno floor lamp";
sprite = "TLMPA0";
}
86
{
title = "Short techno floor lamp";
sprite = "TLP2A0";
}
2028
{
title = "Floor lamp";
sprite = "COLUA0";
}
34
{
title = "Candle";
sprite = "CANDA0";
}
35
{
title = "Candelabra";
sprite = "CBRAA0";
blocking = 0;
}
44
{
title = "Tall blue firestick";
sprite = "TBLUA0";
}
45
{
title = "Tall green firestick";
sprite = "TGRNA0";
}
46
{
title = "Tall red firestick";
sprite = "TREDA0";
}
55
{
title = "Short blue firestick";
sprite = "SMBTA0";
}
56
{
title = "Short green firestick";
sprite = "SMGTA0";
}
57
{
title = "Short red firestick";
sprite = "SMRTA0";
}
}
decoration
{
color = 4; // Red
arrow = 0;
title = "Decoration";
width = 16;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
79
{
title = "Pool of blood";
sprite = "POB2A0";
}
80
{
title = "Pool of blood";
sprite = "POL5A0";
}
81
{
title = "Pool of brains";
sprite = "BRS1A0";
}
49
{
title = "Hanging victim, twitching (blocking)";
sprite = "GOR1A0";
height = 68;
hangs = 1;
blocking = 1;
}
63
{
title = "Hanging victim, twitching";
sprite = "GOR1A0";
height = 68;
hangs = 1;
}
50
{
title = "Hanging victim, arms out (blocking)";
sprite = "GOR2A0";
height = 84;
hangs = 1;
blocking = 1;
}
59
{
title = "Hanging victim, arms out";
sprite = "GOR2A0";
height = 84;
hangs = 1;
}
52
{
title = "Hanging pair of legs (blocking)";
sprite = "GOR4A0";
height = 68;
hangs = 1;
blocking = 1;
}
60
{
title = "Hanging pair of legs";
sprite = "GOR4A0";
height = 68;
hangs = 1;
}
51
{
title = "Hanging victim, 1-legged (blocking)";
sprite = "GOR3A0";
height = 84;
hangs = 1;
blocking = 1;
}
61
{
title = "Hanging victim, 1-legged";
sprite = "GOR3A0";
height = 52;
hangs = 1;
}
53
{
title = "Hanging leg (blocking)";
sprite = "GOR5A0";
height = 52;
hangs = 1;
blocking = 1;
}
73
{
title = "Hanging victim, guts removed";
sprite = "HDB1A0";
height = 88;
hangs = 1;
blocking = 1;
}
74
{
title = "Hanging victim, guts and brain removed";
sprite = "HDB2A0";
height = 88;
hangs = 1;
blocking = 1;
}
75
{
title = "Hanging torso, looking down";
sprite = "HDB3A0";
height = 64;
hangs = 1;
blocking = 1;
}
76
{
title = "Hanging torso, open skull";
sprite = "HDB4A0";
height = 64;
hangs = 1;
blocking = 1;
}
77
{
title = "Hanging torso, looking down";
sprite = "HDB5A0";
height = 64;
hangs = 1;
blocking = 1;
}
78
{
title = "Hanging torso, brain removed";
sprite = "HDB6A0";
height = 64;
hangs = 1;
blocking = 1;
}
62
{
title = "Hanging leg";
sprite = "GOR5A0";
height = 52;
hangs = 1;
}
25
{
title = "Impaled human";
sprite = "POL1A0";
blocking = 1;
}
26
{
title = "Twitching impaled human";
sprite = "POL6A0";
blocking = 1;
}
27
{
title = "Skull on a pole";
sprite = "POL4A0";
blocking = 1;
}
28
{
title = "5 skulls shish kebob";
sprite = "POL2A0";
blocking = 1;
}
29
{
title = "Pile of skulls and candles";
sprite = "POL3A0";
blocking = 1;
}
10
{
title = "Bloody mess 1";
sprite = "PLAYW0";
}
12
{
title = "Bloody mess 2";
sprite = "PLAYW0";
}
24
{
title = "Pool of blood and flesh";
sprite = "POL5A0";
}
15
{
title = "Dead player";
sprite = "PLAYN0";
}
18
{
title = "Dead former human";
sprite = "POSSL0";
width = 20;
}
19
{
title = "Dead former sergeant";
sprite = "SPOSL0";
width = 20;
}
20
{
title = "Dead imp";
sprite = "TROOM0";
width = 20;
}
21
{
title = "Dead demon";
sprite = "SARGN0";
width = 30;
}
22
{
title = "Dead cacodemon";
sprite = "HEADL0";
width = 31;
}
23 = "Dead lost soul";
}
}