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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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85b8b41580
Linedef Editing Form (UDMF): now only missing required activation flags are marked red
206 lines
No EOL
4.2 KiB
INI
Executable file
206 lines
No EOL
4.2 KiB
INI
Executable file
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// Basic UDMF stuff.
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thingflags
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{
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skill1 = "Skill 1";
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skill2 = "Skill 2";
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skill3 = "Skill 3";
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skill4 = "Skill 4";
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skill5 = "Skill 5";
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skill6 = "Skill 6";
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skill7 = "Skill 7";
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skill8 = "Skill 8";
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single = "Singleplayer";
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coop = "Cooperative";
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dm = "Deathmatch";
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friend = "Friendly (MBF logic)";
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strifeally = "Friendly (Strife logic)";
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ambush = "Ambush players";
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standing = "Stand still";
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dormant = "Dormant";
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translucent = "Translucent (25%)";
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invisible = "Invisible";
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}
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// Default flags for first new thing
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defaultthingflags
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{
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skill1;
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skill2;
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skill3;
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skill4;
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skill5;
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skill6;
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skill7;
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skill8;
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single;
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coop;
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dm;
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}
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// How thing flags should be compared (for the stuck thing error check)
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thingflagscompare
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{
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skills
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{
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skill1;
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skill2;
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skill3;
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skill4;
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skill5;
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skill6;
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skill7;
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skill8;
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}
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gamemodes
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{
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single { requiredgroups = "skills"; }
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coop { requiredgroups = "skills"; }
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dm { ignoredgroups = "skills"; }
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}
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classes
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{
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class1;
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class2;
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class3;
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class4;
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class5;
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}
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}
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sectorflags
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{
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silent = "Silent";
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hidden = "Not shown on textured automap";
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nofallingdamage = "No falling damage";
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waterzone = "Sector is under water and swimmable";
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norespawn = "Players can't respawn in this sector";
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dropactors = "Actors drop with instantly moving floors";
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damageterraineffect = "Spawn terrain splashes on damage";
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damagehazard = "Strife damage model";
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noattack = "Monsters in this sector do not attack";
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}
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linedefflags
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{
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blocking = "Impassable";
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blockmonsters = "Block monsters";
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twosided = "Doublesided";
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dontpegtop = "Upper unpegged";
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dontpegbottom = "Lower unpegged";
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secret = "Shown as 1-sided on automap";
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blocksound = "Block sound";
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dontdraw = "Not shown on automap";
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transparent = "Transparent (25% opacity)";
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mapped = "Initially shown on automap";
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}
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linedefactivations
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{
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playercross = "When player walks over";
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playeruse = "When player presses use";
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monstercross = "When monster walks over";
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monsteruse = "When monster presses use";
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impact = "On projectile impact";
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playerpush = "When player bumps";
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monsterpush = "When monsters bumps";
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missilecross = "When projectile crosses";
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repeatspecial
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{
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name = "Repeatable action";
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istrigger = false;
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}
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passuse
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{
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name = "Pass use on";
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istrigger = false;
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}
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}
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sidedefflags
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{
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clipmidtex = "Clip middle texture";
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wrapmidtex = "Wrap middle texture";
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smoothlighting = "Smooth lighting";
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nofakecontrast = "Even lighting";
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nodecals = "No decals";
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lightfog = "Use sidedef brightness on fogged walls";
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}
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//RENDER STYLES
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thingrenderstyles
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{
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normal = "Normal";
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translucent = "Translucent";
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soultrans = "Translucent (Lost Soul)";
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translucentstencil = "Translucent Stencil";
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add = "Additive";
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subtract = "Subtractive";
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stencil = "Stencil";
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addstencil = "Additive Stencil";
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fuzzy = "Fuzzy";
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optfuzzy = "Fuzzy/Shadow (uses r_drawfuzz CVAR)";
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shaded = "Shaded";
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addshaded = "Additive Shaded";
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shadow = "Shadow";
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none = "None";
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}
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linedefrenderstyles
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{
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translucent = "Translucent";
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add = "Additive";
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}
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sectorrenderstyles
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{
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translucent = "Translucent";
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add = "Additive";
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}
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/*
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MAP LUMP NAMES
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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:
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required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (useful for lumps Doom Builder doesn't use)
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nodebuild = The nodebuilder generates this lump.
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allowempty = The nodebuilder is allowed to leave this lump empty.
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script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
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udmfmaplumpnames_begin
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{
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~MAP
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{
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required = true;
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blindcopy = true;
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nodebuild = false;
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}
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TEXTMAP
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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}
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udmfmaplumpnames_end
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{
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ENDMAP
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{
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required = true;
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nodebuild = false;
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allowempty = true;
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}
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} |