UltimateZoneBuilder/Build/Configurations/Risen3D.cfg
2007-12-29 16:06:12 +00:00

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55 KiB
INI

/*************************************************************\
Doom Builder Game Configuration for Risen3D
\*************************************************************/
// This is required to prevent accedential use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Risen3D";
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
// Special linedefs
soundlinedefflags = 64; // See linedefflags
singlesidedflags = 1; // See linedefflags
doublesidedflags = 4; // See linedefflags
impassableflags = 1;
// Generalized actions
generalizedlinedefs = true;
generalizedsectors = true;
// Texture loading options
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// 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 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
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 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
MAP41 = 2;
DD_DEFNS = 1; DD_DIREC = 1;
}
/*
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.
*/
maplumpnames
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
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;
}
DEHACKED
{
required = false;
nodebuild = false;
script = "Dehacked.cfg";
}
DD_DEFNS
{
required = false;
nodebuild = false;
script = "Doomsday_DED.cfg";
}
DD_DIREC
{
required = false;
nodebuild = false;
script = "Text.cfg";
}
}
// 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 Blinks (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)";
5 = "Damage -5 or 10% health";
7 = "Damage -2 or 5% health";
8 = "Light Glows (1+ sec)";
9 = "Secret";
10 = "Door Close Stay (after 30 sec)";
11 = "Damage -10 or 20% health and End level";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
14 = "Door Open Stay (after 300 sec)";
16 = "Damage -10 or 20% health";
17 = "Light Flickers (randomly)";
}
// GENERALIZED SECTOR TYPES
gen_sectortypes
{
lighting
{
0 = "Normal";
1 = "Light Blinks (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
4 = "Light Blinks (0.5 sec) and Damage 10 or 20";
8 = "Light Glows (1+ sec)";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
17 = "Light Flickers (randomly)";
}
damage
{
0 = "None";
32 = "Damage 5 per second";
64 = "Damage 10 per second";
96 = "Damage 20 per second";
}
secret
{
0 = "No";
128 = "Yes";
}
friction
{
0 = "Disabled";
256 = "Enabled";
}
wind
{
0 = "Disabled";
512 = "Enabled";
}
}
// LINEDEF FLAGS
linedefflags
{
1 = "Impassable";
2 = "Block Monster";
4 = "Double Sided";
8 = "Upper Unpegged";
16 = "Lower Unpegged";
32 = "Secret";
64 = "Block Sound";
128 = "Hidden";
256 = "Shown";
512 = "PassThru";
}
// 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
{
0 = " None";
1 = "DR Door Open Wait Close (also monsters)";
2 = "W1 Door Open Stay";
3 = "W1 Door Close Stay";
4 = "W1 Door Open Wait Close";
5 = "W1 Floor Raise to Lowest Ceiling";
6 = "W1 Crusher Start with Fast Damage";
7 = "S1 Stairs Raise by 8";
8 = "W1 Stairs Raise by 8";
9 = "S1 Floor Raise Donut (changes texture)";
10 = "W1 Lift Lower Wait Raise";
11 = "S1 Exit Level";
12 = "W1 Light Change to Brightest Adjacent";
13 = "W1 Light Change to Brightest";
14 = "S1 Floor Raise by 32 (changes texture)";
15 = "S1 Floor Raise by 24 (changes texture)";
16 = "W1 Door Close Wait Open";
17 = "W1 Light Start Blinking";
18 = "S1 Floor Raise to Next Higher Floor";
19 = "W1 Floor Lower to Highest Floor";
20 = "S1 Floor Raise to Next Higher Floor (changes texture)";
21 = "S1 Lift Lower Wait Raise";
22 = "W1 Floor Raise to Next Higher Floor (changes texture)";
23 = "S1 Floor Lower to Lowest Floor";
24 = "G1 Floor Raise to Lowest Ceiling";
25 = "W1 Crusher Start with Slow Damage";
26 = "DR Door (Blue) Open Wait Close";
27 = "DR Door (Yellow) Open Wait Close";
28 = "DR Door (Red) Open Wait Close";
29 = "S1 Door Open Wait Close";
30 = "W1 Floor Raise by Shortest Lower Texture";
31 = "D1 Door Open Stay";
32 = "D1 Door (Blue) Open Stay";
33 = "D1 Door (Red) Open Stay";
34 = "D1 Door (Yellow) Open Stay";
35 = "W1 Light Change to Darkest";
36 = "W1 Floor Lower to 8 above Highest Floor";
37 = "W1 Floor Lower to Lowest Floor (changes texture)";
38 = "W1 Floor Lower to Lowest Floor";
39 = "W1 Teleport to sector";
40 = "W1 Ceiling Raise to Highest Ceiling";
41 = "S1 Ceiling Lower to Floor";
42 = "SR Door Close Stay";
43 = "SR Ceiling Lower to Floor";
44 = "W1 Ceiling Lower to 8 above Floor";
45 = "SR Floor Lower to Highest Floor";
46 = "GR Door Open Stay";
47 = "G1 Floor Raise to Next Higher Floor (changes texture)";
48 = " Scroll Texture Left";
49 = "S1 Ceiling Lower to 8 above Floor";
50 = "S1 Door Close Stay";
51 = "S1 Exit Level (goes to secret level)";
52 = "W1 Exit Level";
53 = "W1 Floor Start Moving Up and Down";
54 = "W1 Floor Stop Moving";
55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)";
56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)";
57 = "W1 Crusher Stop";
58 = "W1 Floor Raise by 24";
59 = "W1 Floor Raise by 24 (changes texture)";
60 = "SR Floor Lower to Lowest Floor";
61 = "SR Door Open Stay";
62 = "SR Lift Lower Wait Raise";
63 = "SR Door Open Wait Close";
64 = "SR Floor Raise to Lowest Ceiling";
65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)";
66 = "SR Floor Raise by 24 (changes texture)";
67 = "SR Floor Raise by 32 (changes texture)";
68 = "SR Floor Raise to Next Higher Floor (changes texture)";
69 = "SR Floor Raise to Next Higher Floor";
70 = "SR Floor Lower to 8 above Highest Floor";
71 = "S1 Floor Lower to 8 above Highest Floor";
72 = "WR Ceiling Lower to 8 above Floor";
73 = "WR Crusher Start with Slow Damage";
74 = "WR Crusher Stop";
75 = "WR Door Close Stay";
76 = "WR Door Close Stay Open";
77 = "WR Crusher Start with Fast Damage";
78 = "SR Change Texture and Effect to Nearest";
79 = "WR Light Change to Darkest";
80 = "WR Light Change to Brightest Adjacent";
81 = "WR Light Change to Brightest";
82 = "WR Floor Lower to Lowest Floor";
83 = "WR Floor Lower to Highest Floor";
84 = "WR Floor Lower to Lowest Floor (changes texture)";
85 = " Scroll Texture Right";
86 = "WR Door Open Stay";
87 = "WR Floor Start Moving Up and Down";
88 = "WR Lift Lower Wait Raise";
89 = "WR Floor Stop Moving";
90 = "WR Door Open Wait Close";
91 = "WR Floor Raise to Lowest Ceiling";
92 = "WR Floor Raise by 24";
93 = "WR Floor Raise by 24 (changes texture)";
94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)";
95 = "WR Floor Raise to Next Higher Floor (changes texture)";
96 = "WR Floor Raise by Shortest Lower Texture";
97 = "WR Teleport";
98 = "WR Floor Lower to 8 above Highest Floor";
99 = "SR Door (Blue) Open Stay (fast)";
100 = "W1 Stairs Raise by 16 (fast)";
101 = "S1 Floor Raise to Lowest Ceiling";
102 = "S1 Floor Lower to Highest Floor";
103 = "S1 Door Open Stay";
104 = "W1 Light Change to Darkest Adjacent";
105 = "WR Door Open Wait Close (fast)";
106 = "WR Door Open Stay (fast)";
107 = "WR Door Close Stay (fast)";
108 = "W1 Door Open Wait Close (fast)";
109 = "W1 Door Open Stay (fast)";
110 = "W1 Door Close (fast)";
111 = "S1 Door Open Wait Close (fast)";
112 = "S1 Door Open Stay (fast)";
113 = "S1 Door Close Stay (fast)";
114 = "SR Door Open Wait Close (fast)";
115 = "SR Door Open Stay (fast)";
116 = "SR Door Close Stay (fast)";
117 = "DR Door Open Wait Close (fast)";
118 = "D1 Door Open Stay (fast)";
119 = "W1 Floor Raise to Next Higher Floor";
120 = "WR Lift Lower Wait Raise (fast)";
121 = "W1 Lift Lower Wait Raise (fast)";
122 = "S1 Lift Lower Wait Raise (fast)";
123 = "SR Lift Lower Wait Raise (fast)";
124 = "W1 Exit Level (goes to secret level)";
125 = "W1 Teleport (monsters only)";
126 = "WR Teleport (monsters only)";
127 = "S1 Stairs Raise by 16 (fast)";
128 = "WR Floor Raise to Next Higher Floor";
129 = "WR Floor Raise to Next Higher Floor (fast)";
130 = "W1 Floor Raise to Next Higher Floor (fast)";
131 = "S1 Floor Raise to Next Higher Floor (fast)";
132 = "SR Floor Raise to Next Higher Floor (fast)";
133 = "S1 Door (Blue) Open Stay (fast)";
134 = "SR Door (Red) Open Stay (fast)";
135 = "S1 Door (Red) Open Stay (fast)";
136 = "SR Door (Yellow) Open Stay (fast)";
137 = "S1 Door (Yellow) Open Stay (fast)";
138 = "SR Light Change to Brightest";
139 = "SR Light Change to Darkest";
140 = "S1 Floor Raise by 512";
141 = "W1 Crusher Start with Slow Damage (silent)";
142 = "W1 Floor Raise by 512";
143 = "W1 Lift Raise by 24 (changes texture)";
144 = "W1 Lift Raise by 24 (remove effect)";
145 = "W1 Ceiling Lower to Floor (fast)";
146 = "W1 Donut Raise";
147 = "WR Floor Raise by 512";
148 = "WR Lift Raise by 24 (changes texture)";
149 = "WR Lift Raise by 24 (remove effect)";
150 = "WR Crusher Start (silent)";
151 = "WR Ceiling Raise to Highest Ceiling";
152 = "WR Ceiling Lower to Floor (fast)";
153 = "W1 Change Texture And Effect";
154 = "WR Change Texture And Effect";
155 = "WR Donut Raise";
156 = "WR Light Start Blinking";
157 = "WR Light Change to Darkest";
158 = "S1 Floor Raise by Shortest Lower Texture";
159 = "S1 Floor Lower to Lowest Floor";
160 = "S1 Floor Raise by 24 (changes texture and effect)";
161 = "S1 Floor Raise by 24";
162 = "S1 Lift Perpetual Lowest and Highest Floors";
163 = "S1 Lift Stop";
164 = "S1 Crusher Start (fast)";
165 = "S1 Crusher Start (silent)";
166 = "S1 Ceiling Raise to Highest Ceiling";
167 = "S1 Ceiling Lower to 8 Above Floor";
168 = "S1 Crusher Stop";
169 = "S1 Light Change to Brightest";
170 = "S1 Light Change to 35";
171 = "S1 Light Change to 255";
172 = "S1 Light Start Blinking";
173 = "S1 Light Change to Darkest";
174 = "S1 Teleport (also monsters)";
175 = "S1 Door Close Wait Open (30 seconds)";
176 = "SR Floor Raise by Shortest Lower Texture";
177 = "SR Floor Lower to Lowest Floor";
178 = "SR Floor Raise by 512";
179 = "SR Floor Raise by 24 (changes texture and effect)";
180 = "SR Floor Raise by 24";
181 = "SR Lift Perpetual Lowest and Highest Floors";
182 = "SR Lift Stop";
183 = "SR Crusher Start (fast)";
184 = "SR Crusher Start";
185 = "SR Crusher Start (silent)";
186 = "SR Ceiling Raise to Highest Ceiling";
187 = "SR Ceiling Lower to 8 Above Floor";
188 = "SR Crusher Stop";
189 = "S1 Change Texture And Effect";
190 = "SR Change Texture And Effect";
191 = "SR Donut Raise";
192 = "SR Light Change to Brightest";
193 = "SR Light Start Blinking";
194 = "SR Light Change to Darkest";
195 = "SR Teleport (also monsters)";
196 = "SR Door Close Wait Open (30 seconds)";
197 = "G1 Exit Level";
198 = "G1 Exit Level (goes to secret level)";
199 = "W1 Ceiling Lower to Lowest Ceiling";
200 = "W1 Ceiling Lower to Highest Floor";
201 = "WR Ceiling Lower to Lowest Ceiling";
202 = "WR Ceiling Lower to Highest Floor";
203 = "S1 Ceiling Lower to Lowest Ceiling";
204 = "S1 Ceiling Lower to Highest Floor";
205 = "SR Ceiling Lower to Lowest Ceiling";
206 = "SR Ceiling Lower to Highest Floor";
207 = "W1 Teleport (also monsters, silent, same angle)";
208 = "WR Teleport (also monsters, silent, same angle)";
209 = "S1 Teleport (also monsters, silent, same angle)";
210 = "SR Teleport (also monsters, silent, same angle)";
211 = "SR Lift Raise to Ceiling (instantly)";
212 = "WR Lift Raise to Ceiling (instantly)";
213 = " Floor Change Brightness to this Brightness";
214 = " Scroll Ceiling Accelerates when Sector Changes Height";
215 = " Scroll Floor Accelerates when Sector Changes Height";
216 = " Scroll Things Accelerates when Sector Changes Height";
217 = " Scroll Floor/Things Accelerates when Sector Changes Height";
218 = " Scroll Wall Accelerates when Sector Changes Height";
219 = "W1 Floor Lower to Nearest Floor";
220 = "WR Floor Lower to Nearest Floor";
221 = "S1 Floor Lower to Nearest Floor";
222 = "SR Floor Lower to Nearest Floor";
223 = " Friction Tagged Sector: Drag < 100, Slide > 100";
224 = " Wind according to Line Vector";
225 = " Current according to Line Vector";
226 = " Wind/Current by Push/Pull Thing In Sector";
227 = "W1 Lift Raise to Next Highest Floor (fast)";
228 = "WR Lift Raise to Next Highest Floor (fast)";
229 = "S1 Lift Raise to Next Highest Floor (fast)";
230 = "SR Lift Raise to Next Highest Floor (fast)";
231 = "W1 Lift Lower to Next Lowest Floor (fast)";
232 = "WR Lift Lower to Next Lowest Floor (fast)";
233 = "S1 Lift Lower to Next Lowest Floor (fast)";
234 = "SR Lift Lower to Next Lowest Floor (fast)";
235 = "W1 Lift Move to Same Floor Height (fast)";
236 = "WR Lift Move to Same Floor Height (fast)";
237 = "S1 Lift Move to Same Floor Height (fast)";
238 = "SR Lift Move to Same Floor Height (fast)";
239 = "W1 Change Texture and Effect to Nearest";
240 = "WR Change Texture and Effect to Nearest";
241 = "S1 Change Texture and Effect to Nearest";
242 = " Create Fake Ceiling and Floor";
243 = "W1 Teleport to Line With Same Tag (silent, same angle)";
244 = "WR Teleport to Line With Same Tag (silent, same angle)";
245 = " Scroll Ceiling when Sector Changes Height";
246 = " Scroll Floor when Sector Changes Height";
247 = " Scroll Move Things when Sector Changes Height";
248 = " Scroll Floor/Move Things when Sector Changes Height";
249 = " Scroll Wall when Sector Changes Height";
250 = " Scroll Ceiling according to Line Vector";
251 = " Scroll Floor according to Line Vector";
252 = " Scroll Move Things according to Line Vector";
253 = " Scroll Floor, Move Things";
254 = " Scroll Wall according to Line Vector";
255 = " Scroll Wall using Sidedef Offsets";
256 = "WR Stairs Raise by 8";
257 = "WR Stairs Raise by 16 (fast)";
258 = "SR Stairs Raise by 8";
259 = "SR Stairs Raise by 16 (fast)";
260 = " Translucent (Middle Texture)";
261 = " Ceiling Brightness to this Brightness";
262 = "W1 Teleport to Line With Same Tag (silent, reversed angle)";
263 = "WR Teleport to Line With Same Tag (silent, reversed angle)";
264 = "W1 Teleport to Line With Same Tag (also monsters, silent, reversed angle)";
265 = "WR Teleport to Line With Same Tag (also monsters, reversed angle)";
266 = "W1 Teleport to Line With Same Tag (monsters only, silent)";
267 = "WR Teleport to Line With Same Tag (monsters only, silent)";
268 = "W1 Teleport (monsters only, silent)";
269 = "WR Teleport (monsters only, silent)";
270 = " 3D Floor";
277 = " Translucent (Bottom Texture)";
278 = " Translucent (Middle and Bottom Textures)";
952 = " 3D Line";
960 = " 3D Line 2";
1016 = " 3D Line 3";
65256 = " 3D Rotating Column";
65456 = " 3D Rotating 3D";
}
// GENERALIZED LINEDEF TYPES
gen_linedeftypes
{
normal
{
title = "None";
offset = 0;
length = 0;
}
floors
{
title = "Floor";
offset = 24576;
length = 8192;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
64 = "Up";
}
target
{
0 = "Highest Adjacent Floor";
128 = "Lowest Adjacent Floor";
256 = "Next Adjacent Floor";
384 = "Lowest Adjacent Ceiling";
512 = "Ceiling";
640 = "Shortest Lower Texture";
768 = "24 Map Pixels (relative)";
896 = "32 Map Pixels (relative)";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
model
{
0 = "Trigger";
32 = "Numeric";
}
change
{
0 = "None";
1024 = "Change Texture and Remove Effect";
2048 = "Change Texture Only";
3072 = "Change Texture and Effect";
}
crusher
{
0 = "No";
4096 = "Yes";
}
}
ceilings
{
title = "Ceiling";
offset = 16384;
length = 8192;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
64 = "Up";
}
target
{
0 = "Highest Adjacent Ceiling";
128 = "Lowest Adjacent Ceiling";
256 = "Next Adjacent Ceiling";
384 = "Highest Adjacent Floor";
512 = "Floor";
640 = "Shortest Lower Texture";
768 = "24 Map Pixels (relative)";
896 = "32 Map Pixels (relative)";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
model
{
0 = "Trigger";
32 = "Numeric";
}
change
{
0 = "None";
1024 = "Change Texture and Remove Effect";
2048 = "Change Texture Only";
3072 = "Change Texture and Effect";
}
crusher
{
0 = "No";
4096 = "Yes";
}
}
doors
{
title = "Door";
offset = 15360;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
action
{
0 = "Open Wait Close";
32 = "Open Only";
64 = "Close Wait Open";
96 = "Close Only";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
wait
{
0 = "1 Second";
256 = "4 Seconds";
512 = "9 Seconds";
768 = "30 Seconds";
}
monsters
{
0 = "No";
128 = "Yes";
}
}
lockeddoors
{
title = "Locked Door";
offset = 14336;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
action
{
0 = "Open Wait Close";
32 = "Open Only";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
lock
{
0 = "Any";
64 = "Red Keycard";
128 = "Blue Keycard";
192 = "Yellow Keycard";
256 = "Red Skullkey";
320 = "Blue Skullkey";
384 = "Yellow Skullkey";
448 = "All";
}
combination
{
0 = "No (each is a different key)";
512 = "Keycard and Skullkey are same";
}
}
lifts
{
title = "Lift";
offset = 13312;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
target
{
0 = "Lowest adjacent Floor";
256 = "Next adjacent Floor";
512 = "Lowest adjacent Ceiling";
768 = "Perpetual Lowest and Highest Floors";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
delay
{
0 = "1 Second";
64 = "3 Seconds";
128 = "5 Seconds";
192 = "10 Seconds";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
stairs
{
title = "Stairs";
offset = 12288;
length = 1024;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
direction
{
0 = "Down";
256 = "Up";
}
step
{
0 = "4 Map Pixels";
64 = "8 Map Pixels";
128 = "16 Map Pixels";
192 = "24 Map Pixels";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
break
{
0 = "At different texture";
512 = "No";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
crushers
{
title = "Crusher";
offset = 12160;
length = 128;
trigger
{
0 = "Walk Over Once";
1 = "Walk Over Repeatable";
2 = "Switch Once";
3 = "Switch Repeatable";
4 = "Gunfire Once";
5 = "Gunfire Repeatable";
6 = "Door Once";
7 = "Door Repeatable";
}
speed
{
0 = "Slow";
8 = "Normal";
16 = "Fast";
24 = "Turbo";
}
silent
{
0 = "No";
64 = "Yes";
}
monsters
{
0 = "No";
32 = "Yes";
}
}
}
// THING FLAGS
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Deaf";
16 = "Multiplayer";
32 = "Not Deathmatch";
64 = "Not Cooperative";
}
// 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";
}
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";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYF1";
}
}
mapspot
{
color = 7; // Light Grey
arrow = 0;
title = "Map Spot";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 1;
error = 1;
9001 = "Map Spot";
}
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;
}
}
ghost
{
color = 12; // Light Red
arrow = 1;
title = "Ghost Monsters";
width = 20;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
9051
{
title = "Archvile Ghost";
sprite = "VILEA2D8";
}
9054
{
title = "Chaingunner Ghost";
sprite = "CPOSA2";
}
9057
{
title = "Imp Ghost";
sprite = "TROOA2A8";
}
9059
{
title = "Revenant Ghost";
sprite = "SKELA2D8";
}
9060
{
title = "Former Sergeant Ghost";
sprite = "SPOSA2A8";
}
9061
{
title = "Former Human Ghost";
sprite = "POSSA2A8";
}
9050
{
title = "Arachnotron Ghost";
width = 64;
sprite = "BSPIA2A8";
height = 64;
}
9052
{
title = "Baron of Hell Ghost";
width = 24;
sprite = "BOSSA2A8";
height = 64;
}
9053
{
title = "Cacodemon Ghost";
width = 31;
sprite = "HEADA2A8";
}
9055
{
title = "Demon Ghost";
width = 30;
sprite = "SARGA2A8";
}
9056
{
title = "Hell Knight Ghost";
width = 24;
sprite = "BOS2A2C8";
height = 64;
}
9058
{
title = "Mancubus Ghost";
width = 48;
sprite = "FATTC2C8";
height = 64;
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
sort = 1;
height = 25;
hangs = 0;
blocking = 0;
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;
sort = 1;
height = 20;
hangs = 0;
blocking = 0;
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;
sort = 1;
height = 20;
hangs = 0;
blocking = 0;
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";
}
}
keys
{
color = 13; // Light Magenta
arrow = 0;
title = "Keys";
width = 16;
sort = 1;
height = 20;
hangs = 0;
blocking = 0;
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;
hangs = 0;
blocking = 1;
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;
hangs = 0;
blocking = 1;
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";
blocking = 0;
}
35
{
title = "Candelabra";
sprite = "CBRAA0";
}
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;
}
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";
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;
}
}
sounds
{
color = 5; // Purple
arrow = 0;
title = "Sounds";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
6001
{
title = "Sound 1";
arg1 = "Sound Number";
}
6002 = "Sound 2";
}
ambsounds
{
color = 5; // Purple
arrow = 0;
title = "Ambient Sounds";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
14001
{
title = "Ambient Sound 1";
arg1 = "Ambient Sound Number";
}
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";
}
changemusic
{
color = 5; // Purple
arrow = 0;
title = "Change Music Tracks";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
14101
{
title = "Change Music Track 1";
arg1 = "Change Music Track Number";
}
14102 = "Change Music Track 2";
14103 = "Change Music Track 3";
14104 = "Change Music Track 4";
14105 = "Change Music Track 5";
14106 = "Change Music Track 6";
14107 = "Change Music Track 7";
14108 = "Change Music Track 8";
14109 = "Change Music Track 9";
14110 = "Change Music Track 10";
14111 = "Change Music Track 11";
14112 = "Change Music Track 12";
14113 = "Change Music Track 13";
14114 = "Change Music Track 14";
14115 = "Change Music Track 15";
14116 = "Change Music Track 16";
14117 = "Change Music Track 17";
14118 = "Change Music Track 18";
14119 = "Change Music Track 19";
14120 = "Change Music Track 20";
14121 = "Change Music Track 21";
14122 = "Change Music Track 22";
14123 = "Change Music Track 23";
14124 = "Change Music Track 24";
14125 = "Change Music Track 25";
14126 = "Change Music Track 26";
14127 = "Change Music Track 27";
14128 = "Change Music Track 28";
14129 = "Change Music Track 29";
14130 = "Change Music Track 30";
14131 = "Change Music Track 31";
14132 = "Change Music Track 32";
14133 = "Change Music Track 33";
14134 = "Change Music Track 34";
14135 = "Change Music Track 35";
14136 = "Change Music Track 36";
14137 = "Change Music Track 37";
14138 = "Change Music Track 38";
14139 = "Change Music Track 39";
14140 = "Change Music Track 40";
14141 = "Change Music Track 41";
14142 = "Change Music Track 42";
14143 = "Change Music Track 43";
14144 = "Change Music Track 44";
14145 = "Change Music Track 45";
14146 = "Change Music Track 46";
14147 = "Change Music Track 47";
14148 = "Change Music Track 48";
14149 = "Change Music Track 49";
14150 = "Change Music Track 50";
14151 = "Change Music Track 51";
14152 = "Change Music Track 52";
14153 = "Change Music Track 53";
14154 = "Change Music Track 54";
14155 = "Change Music Track 55";
14156 = "Change Music Track 56";
14157 = "Change Music Track 57";
14158 = "Change Music Track 58";
14159 = "Change Music Track 59";
14160 = "Change Music Track 60";
14161 = "Change Music Track 61";
14162 = "Change Music Track 62";
14163 = "Change Music Track 63";
14164 = "Change Music Track 64";
}
bbox
{
color = 3; // Cyan
arrow = 0;
title = "Bounding Boxes";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
15001
{
title = "Bounding Box 1";
arg1 = "Bounding Box Number";
}
15002 = "Bounding Box 2";
15003 = "Bounding Box 3";
15004 = "Bounding Box 4";
15005 = "Bounding Box 5";
15006 = "Bounding Box 6";
15007 = "Bounding Box 7";
15008 = "Bounding Box 8";
15009 = "Bounding Box 9";
15010 = "Bounding Box 10";
15011 = "Bounding Box 11";
15012 = "Bounding Box 12";
15013 = "Bounding Box 13";
15014 = "Bounding Box 14";
15015 = "Bounding Box 15";
15016 = "Bounding Box 16";
15017 = "Bounding Box 17";
15018 = "Bounding Box 18";
15019 = "Bounding Box 19";
15020 = "Bounding Box 20";
15021 = "Bounding Box 21";
15022 = "Bounding Box 22";
15023 = "Bounding Box 23";
15024 = "Bounding Box 24";
15025 = "Bounding Box 25";
15026 = "Bounding Box 26";
15027 = "Bounding Box 27";
15028 = "Bounding Box 28";
15029 = "Bounding Box 29";
15030 = "Bounding Box 30";
15031 = "Bounding Box 31";
15032 = "Bounding Box 32";
15033 = "Bounding Box 33";
15034 = "Bounding Box 34";
15035 = "Bounding Box 35";
15036 = "Bounding Box 36";
15037 = "Bounding Box 37";
15038 = "Bounding Box 38";
15039 = "Bounding Box 39";
15040 = "Bounding Box 40";
15041 = "Bounding Box 41";
15042 = "Bounding Box 42";
15043 = "Bounding Box 43";
15044 = "Bounding Box 44";
15045 = "Bounding Box 45";
15046 = "Bounding Box 46";
15047 = "Bounding Box 47";
15048 = "Bounding Box 48";
15049 = "Bounding Box 49";
15050 = "Bounding Box 50";
15051 = "Bounding Box 51";
15052 = "Bounding Box 52";
15053 = "Bounding Box 53";
15054 = "Bounding Box 54";
15055 = "Bounding Box 55";
15056 = "Bounding Box 56";
15057 = "Bounding Box 57";
15058 = "Bounding Box 58";
15059 = "Bounding Box 59";
15060 = "Bounding Box 60";
15061 = "Bounding Box 61";
15062 = "Bounding Box 62";
15063 = "Bounding Box 63";
15064 = "Bounding Box 64";
}
dynamiclights
{
color = 11; // Light Cyan
arrow = 0;
title = "Dynamic Lights";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
24001
{
title = "Dynamic Light 1";
arg1 = "Dynamic Light Number";
}
24002 = "Dynamic Light 2";
24003 = "Dynamic Light 3";
24004 = "Dynamic Light 4";
24005 = "Dynamic Light 5";
24006 = "Dynamic Light 6";
24007 = "Dynamic Light 7";
24008 = "Dynamic Light 8";
24009 = "Dynamic Light 9";
24010 = "Dynamic Light 10";
24011 = "Dynamic Light 11";
24012 = "Dynamic Light 12";
24013 = "Dynamic Light 13";
24014 = "Dynamic Light 14";
24015 = "Dynamic Light 15";
24016 = "Dynamic Light 16";
24017 = "Dynamic Light 17";
24018 = "Dynamic Light 18";
24019 = "Dynamic Light 19";
24020 = "Dynamic Light 20";
24021 = "Dynamic Light 21";
24022 = "Dynamic Light 22";
24023 = "Dynamic Light 23";
24024 = "Dynamic Light 24";
24025 = "Dynamic Light 25";
24026 = "Dynamic Light 26";
24027 = "Dynamic Light 27";
24028 = "Dynamic Light 28";
24029 = "Dynamic Light 29";
24030 = "Dynamic Light 30";
24031 = "Dynamic Light 31";
24032 = "Dynamic Light 32";
24033 = "Dynamic Light 33";
24034 = "Dynamic Light 34";
24035 = "Dynamic Light 35";
24036 = "Dynamic Light 36";
24037 = "Dynamic Light 37";
24038 = "Dynamic Light 38";
24039 = "Dynamic Light 39";
24040 = "Dynamic Light 40";
24041 = "Dynamic Light 41";
24042 = "Dynamic Light 42";
24043 = "Dynamic Light 43";
24044 = "Dynamic Light 44";
24045 = "Dynamic Light 45";
24046 = "Dynamic Light 46";
24047 = "Dynamic Light 47";
24048 = "Dynamic Light 48";
24049 = "Dynamic Light 49";
24050 = "Dynamic Light 50";
24051 = "Dynamic Light 51";
24052 = "Dynamic Light 52";
24053 = "Dynamic Light 53";
24054 = "Dynamic Light 54";
24055 = "Dynamic Light 55";
24056 = "Dynamic Light 56";
24057 = "Dynamic Light 57";
24058 = "Dynamic Light 58";
24059 = "Dynamic Light 59";
24060 = "Dynamic Light 60";
24061 = "Dynamic Light 61";
24062 = "Dynamic Light 62";
24063 = "Dynamic Light 63";
24064 = "Dynamic Light 64";
}
teleport_fsbfl
{
color = 2; // Green
arrow = 0;
title = "Fake Sector Teleport (Below Floor)";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
14201
{
title = "FS Teleport (BF) 1";
arg1 = "FS Teleport (BF) Number";
}
14202 = "FS Teleport (BF) 2";
14203 = "FS Teleport (BF) 3";
14204 = "FS Teleport (BF) 4";
14205 = "FS Teleport (BF) 5";
14206 = "FS Teleport (BF) 6";
14207 = "FS Teleport (BF) 7";
14208 = "FS Teleport (BF) 8";
14209 = "FS Teleport (BF) 9";
14210 = "FS Teleport (BF) 10";
14211 = "FS Teleport (BF) 11";
14212 = "FS Teleport (BF) 12";
14213 = "FS Teleport (BF) 13";
14214 = "FS Teleport (BF) 14";
14215 = "FS Teleport (BF) 15";
14216 = "FS Teleport (BF) 16";
14217 = "FS Teleport (BF) 17";
14218 = "FS Teleport (BF) 18";
14219 = "FS Teleport (BF) 19";
14220 = "FS Teleport (BF) 20";
14221 = "FS Teleport (BF) 21";
14222 = "FS Teleport (BF) 22";
14223 = "FS Teleport (BF) 23";
14224 = "FS Teleport (BF) 24";
14225 = "FS Teleport (BF) 25";
14226 = "FS Teleport (BF) 26";
14227 = "FS Teleport (BF) 27";
14228 = "FS Teleport (BF) 28";
14229 = "FS Teleport (BF) 29";
14230 = "FS Teleport (BF) 30";
14231 = "FS Teleport (BF) 31";
14232 = "FS Teleport (BF) 32";
14233 = "FS Teleport (BF) 33";
14234 = "FS Teleport (BF) 34";
14235 = "FS Teleport (BF) 35";
14236 = "FS Teleport (BF) 36";
14237 = "FS Teleport (BF) 37";
14238 = "FS Teleport (BF) 38";
14239 = "FS Teleport (BF) 39";
14240 = "FS Teleport (BF) 40";
14241 = "FS Teleport (BF) 41";
14242 = "FS Teleport (BF) 42";
14243 = "FS Teleport (BF) 43";
14244 = "FS Teleport (BF) 44";
14245 = "FS Teleport (BF) 45";
14246 = "FS Teleport (BF) 46";
14247 = "FS Teleport (BF) 47";
14248 = "FS Teleport (BF) 48";
14249 = "FS Teleport (BF) 49";
14250 = "FS Teleport (BF) 50";
14251 = "FS Teleport (BF) 51";
14252 = "FS Teleport (BF) 52";
14253 = "FS Teleport (BF) 53";
14254 = "FS Teleport (BF) 54";
14255 = "FS Teleport (BF) 55";
14256 = "FS Teleport (BF) 56";
14257 = "FS Teleport (BF) 57";
14258 = "FS Teleport (BF) 58";
14259 = "FS Teleport (BF) 59";
14260 = "FS Teleport (BF) 60";
14261 = "FS Teleport (BF) 61";
14262 = "FS Teleport (BF) 62";
14263 = "FS Teleport (BF) 63";
14264 = "FS Teleport (BF) 64";
14265 = "FS Teleport (BF) 65";
14266 = "FS Teleport (BF) 66";
14267 = "FS Teleport (BF) 67";
14268 = "FS Teleport (BF) 68";
14269 = "FS Teleport (BF) 69";
14270 = "FS Teleport (BF) 70";
14271 = "FS Teleport (BF) 71";
14272 = "FS Teleport (BF) 72";
14273 = "FS Teleport (BF) 73";
14274 = "FS Teleport (BF) 74";
14275 = "FS Teleport (BF) 75";
14276 = "FS Teleport (BF) 76";
14277 = "FS Teleport (BF) 77";
14278 = "FS Teleport (BF) 78";
14279 = "FS Teleport (BF) 79";
14280 = "FS Teleport (BF) 80";
14281 = "FS Teleport (BF) 81";
14282 = "FS Teleport (BF) 82";
14283 = "FS Teleport (BF) 83";
14284 = "FS Teleport (BF) 84";
14285 = "FS Teleport (BF) 85";
14286 = "FS Teleport (BF) 86";
14287 = "FS Teleport (BF) 87";
14288 = "FS Teleport (BF) 88";
14289 = "FS Teleport (BF) 89";
14290 = "FS Teleport (BF) 90";
14291 = "FS Teleport (BF) 91";
14292 = "FS Teleport (BF) 92";
14293 = "FS Teleport (BF) 93";
14294 = "FS Teleport (BF) 94";
14295 = "FS Teleport (BF) 95";
14296 = "FS Teleport (BF) 96";
14297 = "FS Teleport (BF) 97";
14298 = "FS Teleport (BF) 98";
14299 = "FS Teleport (BF) 99";
}
teleport_fsacl
{
color = 2; // Green
arrow = 0;
title = "Fake Sector Teleport (Above Ceiling)";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
14301
{
title = "FS Teleport (AC) 1";
arg1 = "FS Teleport (AC) Number";
}
14302 = "FS Teleport (AC) 2";
14303 = "FS Teleport (AC) 3";
14304 = "FS Teleport (AC) 4";
14305 = "FS Teleport (AC) 5";
14306 = "FS Teleport (AC) 6";
14307 = "FS Teleport (AC) 7";
14308 = "FS Teleport (AC) 8";
14309 = "FS Teleport (AC) 9";
14310 = "FS Teleport (AC) 10";
14311 = "FS Teleport (AC) 11";
14312 = "FS Teleport (AC) 12";
14313 = "FS Teleport (AC) 13";
14314 = "FS Teleport (AC) 14";
14315 = "FS Teleport (AC) 15";
14316 = "FS Teleport (AC) 16";
14317 = "FS Teleport (AC) 17";
14318 = "FS Teleport (AC) 18";
14319 = "FS Teleport (AC) 19";
14320 = "FS Teleport (AC) 20";
14321 = "FS Teleport (AC) 21";
14322 = "FS Teleport (AC) 22";
14323 = "FS Teleport (AC) 23";
14324 = "FS Teleport (AC) 24";
14325 = "FS Teleport (AC) 25";
14326 = "FS Teleport (AC) 26";
14327 = "FS Teleport (AC) 27";
14328 = "FS Teleport (AC) 28";
14329 = "FS Teleport (AC) 29";
14330 = "FS Teleport (AC) 30";
14331 = "FS Teleport (AC) 31";
14332 = "FS Teleport (AC) 32";
14333 = "FS Teleport (AC) 33";
14334 = "FS Teleport (AC) 34";
14335 = "FS Teleport (AC) 35";
14336 = "FS Teleport (AC) 36";
14337 = "FS Teleport (AC) 37";
14338 = "FS Teleport (AC) 38";
14339 = "FS Teleport (AC) 39";
14340 = "FS Teleport (AC) 40";
14341 = "FS Teleport (AC) 41";
14342 = "FS Teleport (AC) 42";
14343 = "FS Teleport (AC) 43";
14344 = "FS Teleport (AC) 44";
14345 = "FS Teleport (AC) 45";
14346 = "FS Teleport (AC) 46";
14347 = "FS Teleport (AC) 47";
14348 = "FS Teleport (AC) 48";
14349 = "FS Teleport (AC) 49";
14350 = "FS Teleport (AC) 50";
14351 = "FS Teleport (AC) 51";
14352 = "FS Teleport (AC) 52";
14353 = "FS Teleport (AC) 53";
14354 = "FS Teleport (AC) 54";
14355 = "FS Teleport (AC) 55";
14356 = "FS Teleport (AC) 56";
14357 = "FS Teleport (AC) 57";
14358 = "FS Teleport (AC) 58";
14359 = "FS Teleport (AC) 59";
14360 = "FS Teleport (AC) 60";
14361 = "FS Teleport (AC) 61";
14362 = "FS Teleport (AC) 62";
14363 = "FS Teleport (AC) 63";
14364 = "FS Teleport (AC) 64";
14365 = "FS Teleport (AC) 65";
14366 = "FS Teleport (AC) 66";
14367 = "FS Teleport (AC) 67";
14368 = "FS Teleport (AC) 68";
14369 = "FS Teleport (AC) 69";
14370 = "FS Teleport (AC) 70";
14371 = "FS Teleport (AC) 71";
14372 = "FS Teleport (AC) 72";
14373 = "FS Teleport (AC) 73";
14374 = "FS Teleport (AC) 74";
14375 = "FS Teleport (AC) 75";
14376 = "FS Teleport (AC) 76";
14377 = "FS Teleport (AC) 77";
14378 = "FS Teleport (AC) 78";
14379 = "FS Teleport (AC) 79";
14380 = "FS Teleport (AC) 80";
14381 = "FS Teleport (AC) 81";
14382 = "FS Teleport (AC) 82";
14383 = "FS Teleport (AC) 83";
14384 = "FS Teleport (AC) 84";
14385 = "FS Teleport (AC) 85";
14386 = "FS Teleport (AC) 86";
14387 = "FS Teleport (AC) 87";
14388 = "FS Teleport (AC) 88";
14389 = "FS Teleport (AC) 89";
14390 = "FS Teleport (AC) 90";
14391 = "FS Teleport (AC) 91";
14392 = "FS Teleport (AC) 92";
14393 = "FS Teleport (AC) 93";
14394 = "FS Teleport (AC) 94";
14395 = "FS Teleport (AC) 95";
14396 = "FS Teleport (AC) 96";
14397 = "FS Teleport (AC) 97";
14398 = "FS Teleport (AC) 98";
14399 = "FS Teleport (AC) 99";
}
risenspecial
{
color = 7; // Light Grey
arrow = 0;
title = "Risen3D Special";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
15500 = "Force Water Dynamics";
15501 = "Enable 3D Floors";
15502 = "Force Sky Texture to Cover Skysphere";
}
boom
{
color = 8; // Grey
arrow = 1;
title = "Boom Controllers";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
5001 = "Pusher";
5002 = "Puller";
}
}