ZDoom (Doom in Doom format) and ZDoom (Doom in Hexen format) game configurations now makes use of included configurations

This commit is contained in:
codeimp 2009-07-31 12:56:07 +00:00
parent 5ca1137c9e
commit 3d37b122f1
12 changed files with 5793 additions and 12193 deletions

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@ -183,7 +183,7 @@ linedeftypes
}
// GENERALIZED LINEDEF TYPES
// Generalized linedef types
gen_linedeftypes
{
include("Includes\\Boom_generalized.cfg", "gen_linedeftypes");

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@ -750,5 +750,8 @@ decoration
}
23 = "Dead lost soul";
23
{
title = "Dead lost soul";
}
}

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@ -414,6 +414,7 @@ door
arg3
{
title = "Key Number";
type = 11;
enum = "keys";
}
@ -665,6 +666,7 @@ floor
arg3
{
title = "Negative Height";
type = 11;
enum = "noyes";
}
}
@ -1050,6 +1052,7 @@ ceiling
arg3
{
title = "Negative Height";
type = 11;
enum = "noyes";
}
}
@ -1221,7 +1224,8 @@ teleport
arg1
{
title = "Use Orientation of MapSpot";
title = "Keep orientation";
type = 11;
enum = "noyes";
}
@ -1344,12 +1348,12 @@ thing
arg3
{
title = "Horizontal Movement Speed";
title = "Horizontal Speed";
}
arg4
{
title = "Vertical Movement Speed";
title = "Vertical Speed";
}
}
@ -1396,12 +1400,12 @@ thing
arg3
{
title = "Horizontal Movement Speed";
title = "Horizontal Speed";
}
arg4
{
title = "Vertical Movement Speed";
title = "Vertical Speed";
}
}

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@ -43,6 +43,7 @@ defaultthingflags
1024;
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks

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@ -0,0 +1,129 @@
// Generalized sector types
gen_sectortypes
{
effect
{
0 = "Normal";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
26 = "Stairs Special 1";
27 = "Stairs Special 2";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt";
69 = "Damage Hellslime";
71 = "Damage Nukage";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
79 = "Low Friction";
80 = "Damage Super Hellslime";
81 = "Light Fire Flicker";
82 = "Damage -2 or -5% health (no protection)";
83 = "Damage -4 or -8% health (no protection)";
84 = "Scroll east + -2 or -5% health (no protection)";
87 = "Sector uses outside fog";
105 = "Delayed damage weak";
115 = "Instant death (doesn't work in 2.0.93 yet!)";
116 = "Delayed damage strong";
118 = "Carry player by tag";
196 = "Healing Sector";
197 = "Lightning Outdoor";
198 = "Lightning Indoor 2";
199 = "Lightning Indoor 1";
200 = "Sky 2 (MAPINFO)";
201 = "Scroll North (slow)";
202 = "Scroll North (medium)";
203 = "Scroll North (fast)";
204 = "Scroll East (slow)";
205 = "Scroll East (medium)";
206 = "Scroll East (fast)";
207 = "Scroll South (slow)";
208 = "Scroll South (medium)";
209 = "Scroll South (fast)";
210 = "Scroll West (slow)";
211 = "Scroll West (medium)";
212 = "Scroll West (fast)";
213 = "Scroll NorthWest (slow)";
214 = "Scroll NorthWest (medium)";
215 = "Scroll NorthWest (fast)";
216 = "Scroll NorthEast (slow)";
217 = "Scroll NorthEast (medium)";
218 = "Scroll NorthEast (fast)";
219 = "Scroll SouthEast (slow)";
220 = "Scroll SouthEast (medium)";
221 = "Scroll SouthEast (fast)";
222 = "Scroll SouthWest (slow)";
223 = "Scroll SouthWest (medium)";
224 = "Scroll SouthWest (fast)";
40 = "Wind East weak";
41 = "Wind East medium";
42 = "Wind East strong";
43 = "Wind North weak";
44 = "Wind North medium";
45 = "Wind North strong";
46 = "Wind South weak";
47 = "Wind South medium";
48 = "Wind South strong";
49 = "Wind West weak";
50 = "Wind West medium";
51 = "Wind West strong";
225 = "Carry East Slow";
226 = "Carry East Med.Slow";
227 = "Carry East Medium";
228 = "Carry East Med.Fast";
229 = "Carry East Fast";
230 = "Carry North Slow";
231 = "Carry North Med.Slow";
232 = "Carry North Medium";
233 = "Carry North Med.Fast";
234 = "Carry North Fast";
235 = "Carry South Slow";
236 = "Carry South Med.Slow";
237 = "Carry South Medium";
238 = "Carry South Med.Fast";
239 = "Carry South Fast";
240 = "Carry West Slow";
241 = "Carry West Med.Slow";
242 = "Carry West Medium";
243 = "Carry West Med.Fast";
244 = "Carry West Fast";
}
damage
{
0 = "None";
256 = "Damage 5 per second";
512 = "Damage 10 per second";
768 = "Damage 20 per second";
}
secret
{
0 = "No";
1024 = "Yes";
}
friction
{
0 = "Disabled";
2048 = "Enabled";
}
pusher
{
0 = "Disabled";
4096 = "Enabled";
}
}

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@ -0,0 +1,315 @@
thingflags
{
2048 = "Translucent (25%)";
4096 = "Invisible";
8192 = "Friendly";
16384 = "Frozen while inactive";
}
// 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
{
2048 = "translucent";
4096 = "invisible";
8192 = "friend";
16384 = "standing";
}
linedefflags
{
16384 = "Block Players";
}
// LINEDEF ACTIVATIONS
// Make sure these are in order from lowest value to highest value
linedefactivations
{
6144 = "Player presses Use (PassThru)";
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 = "passuse";
16384 = "blockplayers";
}
defaultthingflags
{
1;
2;
4;
32;
64;
128;
256;
512;
1024;
}
// Default sector brightness levels
sectorbrightness
{
255; 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;
}
/*
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.
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.
*/
doommaplumpnames
{
REJECT
{
allowempty = true;
}
}
hexenmaplumpnames
{
REJECT
{
allowempty = true;
}
BEHAVIOR
{
required = true;
nodebuild = false;
blindcopy = true;
}
SCRIPTS
{
required = false;
nodebuild = false;
script = "ZDoom_ACS.cfg";
}
}
enums
{
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 = "Drop with floor";
8 = "No Respawn";
}
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";
22 = "Armour 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";
51 = "Plasma Bolt";
53 = "Tracer";
68 = "Green Armour";
69 = "Blue Armour";
75 = "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";
142 = "Larce Cell";
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";
}
generic_floor_target
{
0 = "Relative offset";
1 = "Highest neighbor";
2 = "Lowest neighbor";
3 = "Nearest neighbor";
4 = "Lowest neighbor";
5 = "Ceiling";
6 = "Shortest lower texture";
}
generic_ceiling_target
{
0 = "Relative offset";
1 = "Highest neighbor";
2 = "Lowest neighbor";
3 = "Nearest neighbor";
4 = "Highest neighbor";
5 = "Floor";
6 = "Shortest lower texture";
}
generic_door_types
{
0 = "Open Close";
1 = "Open Stay";
2 = "Close Open";
3 = "Close Stay";
}
generic_lift_types
{
0 = "Up Stay";
1 = "Down Up";
2 = "Down to nearest";
3 = "Down to lowest";
4 = "Perpetual raise";
}
death_types
{
0 = "Unknown";
12 = "Water";
13 = "Slime";
14 = "Lava";
15 = "Crush";
16 = "Telefrag";
17 = "Falling";
18 = "Suicide";
19 = "Barrel";
20 = "Exit";
21 = "Splash";
22 = "Hit";
}
}

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@ -0,0 +1,102 @@
// NOTE: This config contains two structures for different linedefs: Doom and Hexen
doom
{
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt";
69 = "Damage Hellslime";
71 = "Damage Nukage";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
80 = "Damage Super Hellslime";
81 = "Light Fire Flicker";
}
hexen
{
0 = "Normal";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
40 = "Wind East weak";
41 = "Wind East medium";
42 = "Wind East strong";
43 = "Wind North weak";
44 = "Wind North medium";
45 = "Wind North strong";
46 = "Wind South weak";
47 = "Wind South medium";
48 = "Wind South strong";
49 = "Wind West weak";
50 = "Wind West medium";
51 = "Wind West strong";
82 = "Damage -2 or -5% health (no protection)";
83 = "Damage -4 or -8% health (no protection)";
84 = "Scroll east + -2 or -5% health (no protection)";
87 = "Sector uses outside fog";
105 = "Delayed damage weak";
115 = "Instant death";
116 = "Delayed damage strong";
118 = "Carry player by tag";
196 = "Healing Sector";
197 = "Lightning Outdoor";
198 = "Lightning Indoor 2";
199 = "Lightning Indoor 1";
200 = "Sky 2 (MAPINFO)";
201 = "Scroll North (slow)";
202 = "Scroll North (medium)";
203 = "Scroll North (fast)";
204 = "Scroll East (slow)";
205 = "Scroll East (medium)";
206 = "Scroll East (fast)";
207 = "Scroll South (slow)";
208 = "Scroll South (medium)";
209 = "Scroll South (fast)";
210 = "Scroll West (slow)";
211 = "Scroll West (medium)";
212 = "Scroll West (fast)";
213 = "Scroll NorthWest (slow)";
214 = "Scroll NorthWest (medium)";
215 = "Scroll NorthWest (fast)";
216 = "Scroll NorthEast (slow)";
217 = "Scroll NorthEast (medium)";
218 = "Scroll NorthEast (fast)";
219 = "Scroll SouthEast (slow)";
220 = "Scroll SouthEast (medium)";
221 = "Scroll SouthEast (fast)";
222 = "Scroll SouthWest (slow)";
223 = "Scroll SouthWest (medium)";
224 = "Scroll SouthWest (fast)";
225 = "Carry East Slow";
226 = "Carry East Med.Slow";
227 = "Carry East Medium";
228 = "Carry East Med.Fast";
229 = "Carry East Fast";
230 = "Carry North Slow";
231 = "Carry North Med.Slow";
232 = "Carry North Medium";
233 = "Carry North Med.Fast";
234 = "Carry North Fast";
235 = "Carry South Slow";
236 = "Carry South Med.Slow";
237 = "Carry South Medium";
238 = "Carry South Med.Fast";
239 = "Carry South Fast";
240 = "Carry West Slow";
241 = "Carry West Med.Slow";
242 = "Carry West Medium";
243 = "Carry West Med.Fast";
244 = "Carry West Fast";
}

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@ -0,0 +1,906 @@
// NOTE: This config contains two structures for different linedefs: Doom and Hexen
doom
{
players
{
blocking = 2;
4001
{
title = "Player 5 start";
sprite = "PLAYA2A8";
}
4002
{
title = "Player 6 start";
sprite = "PLAYA2A8";
}
4003
{
title = "Player 7 start";
sprite = "PLAYA2A8";
}
4004
{
title = "Player 8 start";
sprite = "PLAYA2A8";
}
}
teleports
{
9043
{
title = "Teleport (Z Height and Gravity)";
sprite = "TFOGB0";
}
9044
{
title = "Teleport (Z Height)";
sprite = "TFOGB0";
}
}
monsters
{
blocking = 2;
9050
{
title = "Arachnotron (stealth)";
width = 64;
height = 64;
sprite = "BSPIA2A8";
}
9051
{
title = "Archvile (stealth)";
width = 20;
sprite = "VILEA2D8";
}
9052
{
title = "Baron of Hell (stealth)";
width = 24;
height = 64;
sprite = "BOSSA2A8";
}
9053
{
title = "Cacodemon (stealth)";
width = 31;
sprite = "HEADA2A8";
}
9054
{
title = "Chaingunner (stealth)";
sprite = "CPOSA2";
}
9055
{
title = "Demon (stealth)";
width = 30;
sprite = "SARGA2A8";
}
9056
{
title = "Hell Knight (stealth)";
width = 24;
height = 64;
sprite = "BOS2A2C8";
}
9057
{
title = "Imp (stealth)";
sprite = "TROOA2A8";
}
9058
{
title = "Mancubus (stealth)";
width = 48;
height = 64;
sprite = "FATTC2C8";
}
9059
{
title = "Revenant (stealth)";
sprite = "SKELA2D8";
}
9060
{
title = "Former Sergeant (stealth)";
sprite = "SPOSA2A8";
}
9061
{
title = "Former Human (stealth)";
sprite = "POSSA2A8";
}
}
obstacles
{
blocking = 2;
}
lights
{
blocking = 2;
}
decoration
{
49 // Hanging victim, twitching (blocking)
{
blocking = 2;
}
50 // Hanging victim, arms out (blocking)
{
blocking = 2;
}
51 // Hanging victim, 1-legged (blocking)
{
blocking = 2;
}
52 // Hanging pair of legs (blocking)
{
blocking = 2;
}
53 // Hanging leg (blocking)
{
blocking = 2;
}
25 // Impaled human
{
blocking = 2;
}
26 // Twitching impaled human
{
blocking = 2;
}
27 // Skull on a pole
{
blocking = 2;
}
28 // 5 skulls shish kebob
{
blocking = 2;
}
29 // Pile of skulls and candles
{
blocking = 2;
}
73 // Hanging victim, guts removed
{
blocking = 2;
}
74 // Hanging victim, guts and brain removed
{
blocking = 2;
}
75 // Hanging torso, looking down
{
blocking = 2;
}
76 // Hanging torso, open skull
{
blocking = 2;
}
77 // Hanging torso, looking up
{
blocking = 2;
}
78 // Hanging torso, brain removed
{
blocking = 2;
}
9027 = "Red Particle Fountain";
9028 = "Green Particle Fountain";
9029 = "Blue Particle Fountain";
9030 = "Yellow Particle Fountain";
9031 = "Purple Particle Fountain";
9032 = "Black Particle Fountain";
9033 = "White Particle Fountain";
}
sounds
{
color = 7;
arrow = 0;
title = "Sounds";
width = 10;
height = 20;
sort = 1;
blocking = 0;
hangs = 0;
fixedsize = true;
sprite = "internal:sound";
1400 = "Sound Sequence 0";
1401 = "Sound Sequence 1";
1402 = "Sound Sequence 2";
1403 = "Sound Sequence 3";
1404 = "Sound Sequence 4";
1405 = "Sound Sequence 5";
1406 = "Sound Sequence 6";
1407 = "Sound Sequence 7";
1408 = "Sound Sequence 8";
1409 = "Sound Sequence 9";
1411 = "Sound Sequence 0";
14001 = "Ambient Sound 1";
14002 = "Ambient Sound 2";
14003 = "Ambient Sound 3";
14004 = "Ambient Sound 4";
14005 = "Ambient Sound 5";
14006 = "Ambient Sound 6";
14007 = "Ambient Sound 7";
14008 = "Ambient Sound 8";
14009 = "Ambient Sound 9";
14010 = "Ambient Sound 10";
14011 = "Ambient Sound 11";
14012 = "Ambient Sound 12";
14013 = "Ambient Sound 13";
14014 = "Ambient Sound 14";
14015 = "Ambient Sound 15";
14016 = "Ambient Sound 16";
14017 = "Ambient Sound 17";
14018 = "Ambient Sound 18";
14019 = "Ambient Sound 19";
14020 = "Ambient Sound 20";
14021 = "Ambient Sound 21";
14022 = "Ambient Sound 22";
14023 = "Ambient Sound 23";
14024 = "Ambient Sound 24";
14025 = "Ambient Sound 25";
14026 = "Ambient Sound 26";
14027 = "Ambient Sound 27";
14028 = "Ambient Sound 28";
14029 = "Ambient Sound 29";
14030 = "Ambient Sound 30";
14031 = "Ambient Sound 31";
14032 = "Ambient Sound 32";
14033 = "Ambient Sound 33";
14034 = "Ambient Sound 34";
14035 = "Ambient Sound 35";
14036 = "Ambient Sound 36";
14037 = "Ambient Sound 37";
14038 = "Ambient Sound 38";
14039 = "Ambient Sound 39";
14040 = "Ambient Sound 40";
14041 = "Ambient Sound 41";
14042 = "Ambient Sound 42";
14043 = "Ambient Sound 43";
14044 = "Ambient Sound 44";
14045 = "Ambient Sound 45";
14046 = "Ambient Sound 46";
14047 = "Ambient Sound 47";
14048 = "Ambient Sound 48";
14049 = "Ambient Sound 49";
14050 = "Ambient Sound 50";
14051 = "Ambient Sound 51";
14052 = "Ambient Sound 52";
14053 = "Ambient Sound 53";
14054 = "Ambient Sound 54";
14055 = "Ambient Sound 55";
14056 = "Ambient Sound 56";
14057 = "Ambient Sound 57";
14058 = "Ambient Sound 58";
14059 = "Ambient Sound 59";
14060 = "Ambient Sound 60";
14061 = "Ambient Sound 61";
14062 = "Ambient Sound 62";
14063 = "Ambient Sound 63";
14064 = "Ambient Sound 64";
14065 = "Ambient Sound 0";
}
zdoom
{
color = 7; // Light Grey
arrow = 1;
title = "ZDoom";
width = 10;
height = 20;
sort = 1;
blocking = 0;
hangs = 0;
fixedsize = true;
sprite = "internal:arrow";
9025 = "Camera";
9045 = "Deep Water";
9046 = "Sector Secret";
}
}
hexen
{
cameras
{
color = 7; // Light Grey
arrow = 1;
title = "Cameras and Interpolation";
width = 16;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
error = 1;
fixedsize = true;
9025
{
title = "Camera";
arg0
{
title = "Pitch";
}
arg1
{
title = "Pan";
}
arg2
{
title = "Time";
}
}
9073
{
title = "Aiming Camera";
arg0
{
title = "Pitch";
}
arg1
{
title = "Max Angle";
}
arg2
{
title = "Max Pitch";
}
arg4
{
title = "Thing";
type = 14;
}
}
9080 = "Skybox Viewpoint";
9081
{
title = "Skybox Picker";
arg0
{
title = "Thing";
type = 14;
}
arg1
{
title = "Mode";
type = 11;
enum
{
0 = "Apply on Floor and Ceiling";
1 = "Apply on Ceiling";
2 = "Apply on Floor";
}
}
}
9074
{
title = "Actor Mover";
arg0
{
title = "Point";
}
arg1
{
title = "High Point";
}
arg2
{
title = "Options";
type = 12;
enum
{
1 = "Linear path";
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face movement direction";
128 = "Nonsolid";
}
}
arg4
{
title = "Thing";
type = 14;
}
}
9070
{
title = "Interpolation point";
arg0
{
title = "Pitch";
}
arg1
{
title = "Travel Time";
}
arg2
{
title = "Hold Time";
}
arg3
{
title = "Next";
}
arg4
{
title = "High Next";
}
}
9075 = "Interpolation Special";
9072
{
title = "Moving Camera";
arg0
{
title = "Point";
}
arg1
{
title = "High Point";
}
arg2
{
title = "Options";
type = 12;
enum
{
1 = "Linear path";
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face movement direction";
128 = "Everyone";
}
}
arg3
{
title = "Thing";
type = 14;
}
}
9071
{
title = "Path Follower";
arg0
{
title = "Point";
}
arg1
{
title = "High Point";
}
arg2
{
title = "Options";
type = 12;
enum
{
1 = "Linear path";
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face movement direction";
}
}
}
9047 = "Patrol Special";
}
bridges
{
color = 8; // Grey
arrow = 0;
title = "Bridges";
width = 16;
sort = 1;
height = 1;
hangs = 0;
blocking = 0;
error = 1;
5064
{
title = "Bridge radius 16";
width = 16;
}
5061
{
title = "Bridge radius 32";
width = 32;
}
5065
{
title = "Bridge radius 8";
width = 8;
}
9990
{
title = "Bridge Custom";
arg0
{
title = "Radius";
}
arg1
{
title = "Thickness";
}
}
}
sectors
{
color = 7;
arrow = 0;
title = "Sector Actions";
sort = 1;
width = 10;
height = 20;
hangs = 0;
blocking = 0;
fixedsize = true;
sprite = "internal:action";
9082 = "Silent Sector";
9998 = "Actor enters sector";
9989 = "Actor hits fake floor";
9996 = "Actor hits ceiling";
9999 = "Actor hits floor";
9997 = "Actor leaves sector";
9982 = "Eyes above fake ceiling";
9992 = "Eyes above fake floor";
9983 = "Eyes below fake ceiling";
9993 = "Eyes below fake floor";
9995 = "Player uses sector";
9994 = "Player uses wall";
9038
{
title = "ColorSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
arg3
{
title = "Desaturation";
}
}
9039
{
title = "FadeSetter";
arg0
{
title = "Red";
}
arg1
{
title = "Green";
}
arg2
{
title = "Blue";
}
}
9041
{
title = "FlagSetter";
arg0
{
title = "Set Flags";
type = 12;
enum = "sector_flags";
}
}
}
sounds
{
1411
{
title = "Sound Sequence";
arg0
{
title = "Sound Number";
}
}
14065
{
title = "Ambient Sound";
arg0
{
title = "Sound Number";
}
}
}
marine
{
color = 15;
arrow = 1;
title = "Marines";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 0;
9100 = "Scripted Marine";
9101 = "Marine Fist";
9102 = "Marine Berserk";
9103 = "Marine Chainsaw";
9104 = "Marine Pistol";
9105 = "Marine Shotgun";
9106 = "Marine SSG";
9107 = "Marine Chaingun";
9108 = "Marine Rocket Launcher";
9109 = "Marine Plasma Rifle";
9110 = "Marine Railgun";
9111 = "Marine BFG9000";
}
slopes
{
color = 8; // Grey
arrow = 0;
title = "Slopes";
width = 8;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
fixedsize = true;
9511
{
title = "Copy ceiling plane";
arg0
{
title = "Sector Tag";
type = 13;
}
}
9510
{
title = "Copy floor plane";
arg0
{
title = "Sector Tag";
type = 13;
}
}
9503
{
title = "Set ceiling slope";
arrow = 1;
arg0
{
title = "Z-Angle";
}
}
9502
{
title = "Set floor slope";
arrow = 1;
arg0
{
title = "Z-Angle";
}
}
9501
{
title = "Slope ceiling to here";
height = 8;
arg0
{
title = "Line";
type = 15;
}
}
9500
{
title = "Slope floor to here";
height = 4;
arg0
{
title = "Line";
type = 15;
}
}
1500
{
title = "Line slope floor";
height = 8;
}
1501
{
title = "Line slope ceiling";
height = 8;
}
1504
{
title = "Vertex slope floor";
height = 8;
absolutez = true;
}
1505
{
title = "Vertex slope ceiling";
height = 8;
absolutez = true;
}
}
zdoom
{
color = 7; // Light Grey
arrow = 1;
title = "ZDoom";
sort = 1;
width = 10;
height = 20;
hangs = 0;
blocking = 0;
fixedsize = true;
sprite = "internal:arrow";
9200
{
title = "Decal";
arg0
{
title = "Decal ID";
}
}
9024
{
title = "Path Node";
arg0
{
title = "Next Node";
type = 14;
}
arg1
{
title = "Delay";
}
}
9026
{
title = "Spark";
arg0
{
title = "Particles Amount";
}
}
9040 = "Map Marker";
9046
{
title = "Secret";
arg0
{
title = "Mode";
type = 11;
enum
{
0 = "Message And Sound";
1 = "Message Only";
2 = "Sound Only";
3 = "No Message And Sound";
}
}
}
9300 = "Polyobject Anchor";
9301 = "Polyobject Start Spot";
9302 = "Polyobject Start Spot (crush)";
9303 = "Polyobject Spawn(Hurts to touch)";
9001 = "Map Spot";
9013 = "Map Spot (gravity)";
9076 = "Hate target";
9988
{
title = "Custom Sprite";
arg0
{
title = "BTILxxxx";
}
arg1
{
title = "BTILxxxx";
}
arg2
{
title = "X Scale (64=100%)";
}
arg3
{
title = "Y Scale (64=100%) ";
}
arg4
{
title = "Flags";
type = 11;
enum
{
0 = "Opaque";
2 = "Alpha 33%";
3 = "Alpha 66%";
4 = "Flip horizontally";
5 = "Flip vertically";
}
}
}
}
portals
{
color = 7;
arrow = 0;
title = "Portals";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
fixedsize = true;
9077
{
title = "Upper Sector";
arg0
{
title = "Flat Transparency";
}
}
9078
{
title = "Lower Sector";
arg0
{
title = "Flat Transparency";
}
}
}
}

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