mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-02-17 17:41:09 +00:00
315 lines
5.9 KiB
INI
315 lines
5.9 KiB
INI
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thingflags
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{
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2048 = "Translucent (25%)";
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4096 = "Invisible";
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8192 = "Friendly";
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16384 = "Frozen while inactive";
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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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2048 = "translucent";
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4096 = "invisible";
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8192 = "friend";
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16384 = "standing";
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}
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linedefflags
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{
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16384 = "Block Players";
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}
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// LINEDEF ACTIVATIONS
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// Make sure these are in order from lowest value to highest value
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linedefactivations
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{
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6144 = "Player presses Use (PassThru)";
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7168 = "Projectile hits or crosses";
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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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6144 = "passuse";
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16384 = "blockplayers";
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}
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defaultthingflags
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{
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1;
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2;
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4;
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32;
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64;
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128;
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256;
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512;
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1024;
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}
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// Default sector brightness levels
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sectorbrightness
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{
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255; 248; 240; 232; 224; 216; 208; 200; 192; 184; 176; 168; 160; 152; 144; 136;
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128; 120; 112; 104; 96; 88; 80; 72; 64; 56; 48; 40; 32; 24; 16; 8; 0;
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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. (usefull 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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doommaplumpnames
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{
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REJECT
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{
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allowempty = true;
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}
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}
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hexenmaplumpnames
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{
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REJECT
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{
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allowempty = true;
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}
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BEHAVIOR
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{
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required = true;
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nodebuild = false;
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blindcopy = true;
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}
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SCRIPTS
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{
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required = false;
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nodebuild = false;
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script = "ZDoom_ACS.cfg";
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}
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}
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enums
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{
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frontback
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{
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0 = "Front";
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1 = "Back";
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}
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backfront
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{
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1 = "Front";
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0 = "Back";
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}
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floorceiling
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{
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0 = "Floor";
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1 = "Ceiling";
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}
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ceilingfloor
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{
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0 = "Ceiling";
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1 = "Floor";
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}
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sector_flags
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{
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1 = "Silent";
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2 = "No Falling Damage";
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4 = "Drop with floor";
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8 = "No Respawn";
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}
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keys
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{
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0 = "None";
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1 = "Red key card";
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2 = "Blue key card";
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3 = "Yellow key card";
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4 = "Red skull key";
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5 = "Blue skull key";
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6 = "Yellow skull key";
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100 = "Any key";
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101 = "All keys";
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102 = "Impossible";
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129 = "Any red key";
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130 = "Any blue key";
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131 = "Any yellow key";
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229 = "One of each color";
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}
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spawnthing
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{
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0 = "None";
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1 = "Shotgun Guy";
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2 = "Chaingun Guy";
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3 = "Baron Of Hell";
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4 = "Zombieman";
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5 = "Imp";
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6 = "Arachnotron";
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7 = "Spider Mastermind";
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8 = "Demon";
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9 = "Spectre";
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10 = "Imp Fireball";
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11 = "Clip";
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12 = "Shells";
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19 = "Cacodemon";
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20 = "Revenant";
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21 = "Bridge";
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22 = "Armour Bonus";
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23 = "Stimpack";
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24 = "Medkit";
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25 = "Soul Sphere";
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27 = "Shotgun";
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28 = "Chaingun";
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29 = "Rocket Launcher";
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30 = "Plasma Gun";
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31 = "BFG";
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32 = "Chainsaw";
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33 = "Super Shotgun";
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51 = "Plasma Bolt";
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53 = "Tracer";
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68 = "Green Armour";
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69 = "Blue Armour";
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75 = "Cell";
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85 = "Blue Keycard";
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86 = "Red Keycard";
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87 = "Yellow Keycard";
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88 = "Yellow Skullkey";
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89 = "Red Skullkey";
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90 = "Blue Skullkey";
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98 = "Temp Large Flame";
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100 = "Stealth Baron";
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101 = "Stealth Hell Knight";
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102 = "Stealth Zombieman";
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103 = "Stealth Shotgun Guy";
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110 = "Lost Soul";
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111 = "Arch-Vile";
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112 = "Mancubus";
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113 = "Hell Knight";
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114 = "Cyberdemon";
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115 = "Pain Elemental";
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116 = "Wolf SS Soldier";
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117 = "Stealth Arachnotron";
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118 = "Stealth Arch-Vile";
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119 = "Stealth Cacodemon";
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120 = "Stealth Chaingun Guy";
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121 = "Stealth Demon";
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122 = "Stealth Imp";
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123 = "Stealth Mancubus";
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124 = "Stealth Revenant";
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125 = "Barrel";
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126 = "Cacodemon Shot";
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127 = "Rocket (Projectile)";
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128 = "BFG Shot";
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129 = "Arachnotron Plasma Bolt";
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130 = "Blood";
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131 = "Bullet Puff";
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132 = "Megasphere";
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133 = "Invulnerability Sphere";
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134 = "Berserk Pack";
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135 = "Invisibility Sphere";
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136 = "Radiation Suit";
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137 = "Computer Map";
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138 = "Light-Amp Goggles";
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139 = "Box Of Ammo";
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140 = "Rocket (Ammo)";
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141 = "Box Of Rockets";
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142 = "Larce Cell";
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143 = "Box Of Shells";
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144 = "Backpack";
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145 = "Guts";
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146 = "Blood Pool 1";
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147 = "Blood Pool 2";
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148 = "Blood Pool 3";
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149 = "Flaming Barrel";
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150 = "Brains";
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151 = "Scripted Marine";
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152 = "Health Bonus";
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153 = "Mancubus Shot";
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154 = "Baron Fireball";
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}
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generic_floor_target
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{
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0 = "Relative offset";
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1 = "Highest neighbor";
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2 = "Lowest neighbor";
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3 = "Nearest neighbor";
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4 = "Lowest neighbor";
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5 = "Ceiling";
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6 = "Shortest lower texture";
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}
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generic_ceiling_target
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{
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0 = "Relative offset";
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1 = "Highest neighbor";
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2 = "Lowest neighbor";
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3 = "Nearest neighbor";
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4 = "Highest neighbor";
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5 = "Floor";
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6 = "Shortest lower texture";
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}
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generic_door_types
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{
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0 = "Open Close";
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1 = "Open Stay";
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2 = "Close Open";
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3 = "Close Stay";
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}
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generic_lift_types
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{
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0 = "Up Stay";
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1 = "Down Up";
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2 = "Down to nearest";
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3 = "Down to lowest";
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4 = "Perpetual raise";
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}
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death_types
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{
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0 = "Unknown";
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12 = "Water";
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13 = "Slime";
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14 = "Lava";
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15 = "Crush";
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16 = "Telefrag";
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17 = "Falling";
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18 = "Suicide";
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19 = "Barrel";
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20 = "Exit";
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21 = "Splash";
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22 = "Hit";
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}
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}
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