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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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124 lines
2.5 KiB
INI
Executable file
124 lines
2.5 KiB
INI
Executable file
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// LINEDEF FLAGS
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linedefflags
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{
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512 = "Pass use action";
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}
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// Linedef flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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linedefflagstranslation
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{
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512 = "passuse";
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}
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// THING FLAGS
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thingflags
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{
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32 = "Not Deathmatch";
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64 = "Not Cooperative";
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}
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// Thing flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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thingflagstranslation
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{
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32 = "!dm";
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64 = "!coop";
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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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1;
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2;
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4;
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}
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gamemodes
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{
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16
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{
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comparemethod = "equal";
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ignoredgroups = "skills";
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ingnorethisgroupwhenunset = true;
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}
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}
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gamemodes_extra
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{
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optional = true;
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32
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{
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invert = true;
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requiredflag = "16";
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requiredgroups = "gamemodes";
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ignoredgroups = "skills";
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}
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64
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{
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invert = true;
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requiredflag = "16";
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requiredgroups = "skills,gamemodes";
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}
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}
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}
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/*
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TEXTURES AND FLAT SOURCES
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This tells Doom Builder where to find the information for textures
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and flats in the IWAD file, Addition WAD file and Map WAD file.
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Start and end lumps must be given in a structure (of which the
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key name doesnt matter) and any textures or flats in between them
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are loaded in either the textures category or flats category.
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For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
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*/
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// Colormap sources
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colormaps
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{
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standard1
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{
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start = "C_START";
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end = "C_END";
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}
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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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boommaplumpnames
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{
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DEHACKED
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{
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required = false;
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nodebuild = false;
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script = "Dehacked.cfg";
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}
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}
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