UltimateZoneBuilder/Build/Configurations/Includes/Boom_generalized.cfg
biwa d745a743cb Automap Mode: fixed a problem where secrets were not shown. Fixes #821
Reverted change that added lighting effects to the generalized sector effects. The lighting effects can actually be set through the regular effects, so it's not needed in the generalized effects tab
2022-11-27 11:11:59 +01:00

413 lines
5.9 KiB
INI
Executable file

// Generalized sector types
gen_sectortypes
{
damage
{
0 = "None";
32 = "5 per second";
64 = "10 per second";
96 = "20 per second";
}
secret
{
0 = "No";
128 = "Yes";
}
friction
{
0 = "Disabled";
256 = "Enabled";
}
wind
{
0 = "Disabled";
512 = "Enabled";
}
}
// 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";
}
}
}