UltimateZoneBuilder/Build/Configurations/Strife.cfg
boris_i f66980b60f - Fixed a bug that allowed to use texture names longer than 8 characters, making the WAD file unusable after saving
@ added a texturenamelength config var. Setting it to higher than 8 may result in unexpected behaviour due to the speed optimizations relying on 8 char texture names and should not be changed for now.
2009-06-08 18:52:56 +00:00

2772 lines
41 KiB
INI

/*******************************************************\
Doom Builder Game Configuration for Strife
\*******************************************************/
// 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 = "Strife";
// This is the simplified game engine/sourceport name
engine = "strife";
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
// Default lump name for new map
defaultlumpname = "MAP01";
// Default testing parameters
testparameters = "-iwad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" -warp %L1 %L2 %NM";
testshortpaths = true;
// Default nodebuilder configurations
defaultsavecompiler = "zennode_normal";
defaulttestcompiler = "zennode_fast";
// Skill levels
skills
{
1 = "Training";
2 = "Rookie";
3 = "Veteran";
4 = "Elite";
5 = "Bloodbath";
}
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// Special linedefs
soundlinedefflag = 64; // See linedefflags
singlesidedflag = 1; // See linedefflags
doublesidedflag = 4; // See linedefflags
impassableflag = 1;
upperunpeggedflag = 8;
lowerunpeggedflag = 16;
// Door making
makedoortrack = "DOORTRAK";
makedooraction = 1; // See linedeftypes
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = false;
// Texture loading options
mixtexturesflats = false;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// Thing number for start position in 3D Mode
start3dmode = 32000;
// Default flags for first new thing
defaultthingflags
{
1;
2;
4;
}
// Flat used as sky (for missing textures check)
skyflatname = "F_SKY001";
// Maximum length of texture name length in characters (<= 0 for unlimited)
// WARNING: changing this may destroy your WAD file. Only change it when
// you know what you're doing!
maxtexturenamelength = 8;
/*
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
{
}
// Patch sources
patches
{
standard1
{
start = "P_START";
end = "P_END";
}
standard2
{
start = "PP_START";
end = "PP_END";
}
}
// Sprite sources
sprites
{
standard1
{
start = "S_START";
end = "S_END";
}
standard2
{
start = "SS_START";
end = "SS_END";
}
}
// 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
{
TEXTMAP = 2;
ENDMAP = 2;
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 = 1; MAP34 = 1; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
MAP41 = 2;
}
/*
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;
}
}
// 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 off (randomly)";
2 = "Light Blinks on (0.5 sec)";
3 = "Light Blinks on (1 sec)";
4 = "Damage -10 or 20% health and Light Blinks on (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 on (0.5 sec sync)";
13 = "Light Blinks off (1 sec sync)";
14 = "Door Open Close (opens after 5 min)";
15 = "Instant Death";
16 = "Damage -10 or 20% health";
17 = "Light Flickers on/off (randomly)";
18 = "Current Force, tag=dir&magnitude";
}
// 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 = "Unknown (512)";
1024 = "Unknown (1024)";
2048 = "Unknown (2048)";
4096 = "Translucent";
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
1 = "blocking";
2 = "blockmonsters";
4 = "twosided";
8 = "dontpegtop";
16 = "dontpegbottom";
32 = "secret";
64 = "blocksound";
128 = "dontdraw";
256 = "mapped";
4096 = "translucent";
}
// LINEDEF TYPES
linedeftypes
{
misc
{
0
{
title = "None";
prefix = "";
}
title = "Misc";
165
{
title = "Misc That Doesn't Seem to Work";
prefix = "DR";
}
182
{
title = "Misc Break Screen";
prefix = "G1";
}
205
{
title = "Misc Area Only in Retail Version";
prefix = "DR";
}
218
{
title = "Misc Clear NonBlock Quest?";
prefix = "W1";
}
666
{
title = "Misc Push Wall (may not work right)";
prefix = "SR";
}
}
door
{
title = "Door";
1
{
title = "Door Open Wait Close (also monsters)";
prefix = "DR";
}
2
{
title = "Door Open Stay";
prefix = "W1";
}
3
{
title = "Door Close Stay";
prefix = "W1";
}
4
{
title = "Door Open Wait Close";
prefix = "W1";
}
16
{
title = "Door Close Wait Open";
prefix = "W1";
}
26
{
title = "Door Open Blue ID Badge, Wait 4, Close";
prefix = "DR";
}
27
{
title = "Door Open Pass Card, Wait 4, Close";
prefix = "DR";
}
28
{
title = "Door Open Gold ID Card, Wait 4, Close";
prefix = "DR";
}
29
{
title = "Door Open Wait Close";
prefix = "S1";
}
31
{
title = "Door Open Stay";
prefix = "D1";
}
32
{
title = "Door Open Blue ID Badge, Stay Open";
prefix = "D1";
}
33
{
title = "Door Open Gold ID Card, Stay Open";
prefix = "D1";
}
34
{
title = "Door Open Pass Card, Stay Open";
prefix = "D1";
}
40
{
title = "Door Open Split, floor down, ceiling up";
prefix = "S1";
}
42
{
title = "Door Close Stay";
prefix = "SR";
}
46
{
title = "Door Open Stay";
prefix = "GR";
}
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
99
{
title = "Door Open Blue ID Badge Fast, Stay Open";
prefix = "SR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
105
{
title = "Door Open Wait Close (fast)";
prefix = "WR";
}
106
{
title = "Door Open Stay (fast)";
prefix = "WR";
}
107
{
title = "Door Close Stay (fast)";
prefix = "WR";
}
108
{
title = "Door Open Wait Close (fast)";
prefix = "W1";
}
109
{
title = "Door Open Stay (fast)";
prefix = "W1";
}
110
{
title = "Door Close (fast)";
prefix = "W1";
}
111
{
title = "Door Open Wait Close (fast)";
prefix = "S1";
}
112
{
title = "Door Open Stay (fast)";
prefix = "S1";
}
113
{
title = "Door Close Stay (fast)";
prefix = "S1";
}
114
{
title = "Door Open Wait Close (fast)";
prefix = "SR";
}
115
{
title = "Door Open Stay (fast)";
prefix = "SR";
}
116
{
title = "Door Close Stay (fast)";
prefix = "SR";
}
117
{
title = "Door Open Wait Close (fast)";
prefix = "DR";
}
118
{
title = "Door Open Stay (fast)";
prefix = "D1";
}
133
{
title = "Door Open Blue ID Badge Fast, Stay Open";
prefix = "S1";
}
134
{
title = "Door Open Gold ID Card Fast, Stay Open";
prefix = "SR";
}
135
{
title = "Door Open Gold ID Card Fast, Stay Open";
prefix = "S1";
}
136
{
title = "Door Open Pass Card Fast, Stay Open";
prefix = "SR";
}
137
{
title = "Door Open Pass Card Fast, Stay Open";
prefix = "S1";
}
144
{
title = "Door Open Sliding (special texture)";
prefix = "DR";
}
151
{
title = "Door Open Gold Key Fast, Stay Open";
prefix = "SR";
}
152
{
title = "Door Open Brass Key Fast, Stay Open";
prefix = "SR";
}
153
{
title = "Door Open Silver Key Fast, Stay Open";
prefix = "SR";
}
156
{
title = "Door Open Brass Key, Stay Open";
prefix = "D1";
}
157
{
title = "Door Open Silver Key, Stay Open";
prefix = "D1";
}
158
{
title = "Door Open Gold Key, Stay Open";
prefix = "D1";
}
159
{
title = "Door Open Gold Key, Wait 4, Close";
prefix = "DR";
}
160
{
title = "Door Open Silver Key, Wait 4, Close";
prefix = "DR";
}
161
{
title = "Door Open Brass Key, Wait, Close";
prefix = "DR";
}
162
{
title = "Door Open Brass Key Fast, Stay Open";
prefix = "S1";
}
163
{
title = "Door Open Silver Key Fast, Stay Open";
prefix = "S1";
}
164
{
title = "Door Open Gold Key Fast, Stay Open";
prefix = "S1";
}
166
{
title = "Door Open Severed Hand, Wait 4, Close";
prefix = "DR";
}
167
{
title = "Door Open Severed Hand Fast, Stay Open";
prefix = "S1";
}
168
{
title = "Door Open Severed Hand Fast, Stay Open";
prefix = "SR";
}
169
{
title = "Door Open Front Base Key, Wait, Close";
prefix = "DR";
}
170
{
title = "Door Open Govs Key, Wait, Close";
prefix = "DR";
}
171
{
title = "Door Open Prison Key & Stay";
prefix = "S1";
}
172
{
title = "Door Open Power 1 Key, Wait, Close";
prefix = "SR";
}
173
{
title = "Door Open Power 2 Key, Wait, Close";
prefix = "SR";
}
174
{
title = "Door Open Split, floor down, ceiling up";
prefix = "W1";
}
176
{
title = "Door Open Power 3 Key, Wait, Close";
prefix = "SR";
}
188
{
title = "Door Open if Piston destroyed/DM";
prefix = "W1";
}
189
{
title = "Door Open Split Oracle Key";
prefix = "S1";
}
190
{
title = "Door Open Order Key, Wait 4, Close";
prefix = "DR";
}
191
{
title = "Door Open Military ID, Wait, Close";
prefix = "SR";
}
192
{
title = "Door Open WareHouse Key, Wait, Close";
prefix = "SR";
}
194
{
title = "Door Open Give QT1, Freed Prisoners";
prefix = "S1";
}
197
{
title = "Door Close Fast Sigil B";
prefix = "W1";
}
200
{
title = "Door Open Sigil A";
prefix = "W1";
}
207
{
title = "Door Open Sliding (special texture)";
prefix = "SR";
}
213
{
title = "Door Open Chalice, Wait 4, Close";
prefix = "DR";
}
216
{
title = "Door Open Quest, Wait 4, Close?";
prefix = "WR";
}
217
{
title = "Door Open Core Key, Wait 4, Close";
prefix = "DR";
}
221
{
title = "Door Open Mauler Key, Wait 4, Close";
prefix = "DR";
}
222
{
title = "Door Open Factory Key, Wait, Close";
prefix = "SR";
}
223
{
title = "Door Open Mine Key, Wait, Close";
prefix = "SR";
}
224
{
title = "Door Open Chapel Key, Wait, Close";
prefix = "DR";
}
225
{
title = "Door Open Catabomb Key, Wait, Close";
prefix = "DR";
}
227
{
title = "Door Close Quest";
prefix = "W1";
}
229
{
title = "Door Open Sliding SigilE (special texture)";
prefix = "SR";
}
230
{
title = "Door Open Quest? WRONG";
prefix = "W1";
}
232
{
title = "Door Open Oracle Pass, Wait 4, Close";
prefix = "DR";
}
233
{
title = "Door Open Split, Blackbird Message";
prefix = "S1";
}
234
{
title = "Door Open Quest/DM";
prefix = "SR";
}
235
{
title = "Door Open Split Sigil E";
prefix = "S1";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
119
{
title = "Floor Raise to Next Higher Floor";
prefix = "W1";
}
128
{
title = "Floor Raise to Next Higher Floor";
prefix = "WR";
}
129
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "WR";
}
130
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "W1";
}
131
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "S1";
}
132
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "SR";
}
140
{
title = "Floor Raise by 512";
prefix = "S1";
}
180
{
title = "Floor Raise 512 match adjacent text/type";
prefix = "G1";
}
181
{
title = "Floor Raise 512 match adjacent text/type";
prefix = "S1";
}
183
{
title = "Floor Raise High Lower Ceiling Low Adj Instant";
prefix = "W1";
}
193
{
title = "Floor Lower Quest/DM";
prefix = "W1";
}
212
{
title = "Floor Lower to nearest Comm Unit?";
prefix = "S1";
}
214
{
title = "Floor Lower for 30 sec, raise back up";
prefix = "SR";
}
219
{
title = "Floor Lower Red Crystal";
prefix = "S1";
}
220
{
title = "Floor Lower Blue Crystal";
prefix = "S1";
}
226
{
title = "Floor Lower to low adj, give Stat Bonus";
prefix = "S1";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
141
{
title = "Crusher Start with Slow Damage (silent)";
prefix = "W1";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
127
{
title = "Stairs Raise by 16 (fast)";
prefix = "S1";
}
146
{
title = "Stairs Lower";
prefix = "S1";
}
178
{
title = "Stairs Lower";
prefix = "W1";
}
209
{
title = "Stairs Lower Chalice";
prefix = "S1";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
120
{
title = "Lift Lower Wait Raise (fast)";
prefix = "WR";
}
121
{
title = "Lift Lower Wait Raise (fast)";
prefix = "W1";
}
122
{
title = "Lift Lower Wait Raise (fast)";
prefix = "S1";
}
123
{
title = "Lift Lower Wait Raise (fast)";
prefix = "SR";
}
154
{
title = "Lift Lower Gold Key, Wait, Raise";
prefix = "SR";
}
155
{
title = "Lift Raise, Wait, Lower";
prefix = "SR";
}
177
{
title = "Lift Lower Power 3 Key, Wait, Up";
prefix = "SR";
}
184
{
title = "Lift Raise, Wait, Lower";
prefix = "WR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level (tag = map to go to)";
prefix = "S1";
}
51
{
title = "Exit Level (secret exit)";
prefix = "S1";
}
52
{
title = "Exit Level (go to next map)";
prefix = "W1";
}
124
{
title = "Exit Level (secret exit)";
prefix = "W1";
}
145
{
title = "Exit Teleport to New Map Thing, tag=map&spot";
prefix = "WR";
}
186
{
title = "Exit Teleport to New Map Thing 1-Way, tag=map&spot";
prefix = "WR";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to Brightest";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to Darkest";
prefix = "W1";
}
79
{
title = "Light Change to Darkest";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to Brightest";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
138
{
title = "Light Change to Brightest";
prefix = "SR";
}
139
{
title = "Light Change to Darkest";
prefix = "SR";
}
}
ceiling
{
title = "Ceiling";
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
179
{
title = "Ceiling Lower to floor";
prefix = "W1";
}
199
{
title = "Ceiling Crush Quest Factory, give Stats";
prefix = "S1";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
142
{
title = "Scroll Texture Up";
prefix = "";
}
143
{
title = "Scroll Texture Down Fast";
prefix = "";
}
149
{
title = "Scroll Texture Right";
prefix = "";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
125
{
title = "Teleport (monsters only)";
prefix = "W1";
}
126
{
title = "Teleport (monsters only)";
prefix = "WR";
}
185
{
title = "Teleport Target Silent";
prefix = "WR";
}
195
{
title = "Teleport Silent, Change Zombie";
prefix = "MR";
}
231
{
title = "Teleport Target InSou";
prefix = "WR";
}
}
forcefield
{
title = "ForceField";
147
{
title = "ForceField Remove Around Tagged Sector";
prefix = "SR";
}
148
{
title = "ForceField (remove with 147)";
prefix = "";
}
187
{
title = "ForceField Clear CrystalDestroyed/DM";
prefix = "W1";
}
}
sound
{
title = "Sound";
150
{
title = "Sound Alarm Claxon";
prefix = "WR";
}
175
{
title = "Sound Alarm below 16";
prefix = "W1";
}
198
{
title = "Sound Alarm without Guard Uniform";
prefix = "WR";
}
201
{
title = "Sound Play Sound?";
prefix = "SR";
}
202
{
title = "Sound Activate Comm Unit+tag=VOC#";
prefix = "W1";
}
203
{
title = "Sound Play Music+tag=mus#";
prefix = "WR";
}
204
{
title = "Sound Play Music+tag=mus#";
prefix = "W1";
}
206
{
title = "Sound Alarm Chalice";
prefix = "W1";
}
208
{
title = "Sound Trigger Alarm Comm?";
prefix = "W1";
}
210
{
title = "Sound Activate Comm Unit+tag=????";
prefix = "W1";
}
211
{
title = "Sound Play Sound?";
prefix = "S1";
}
215
{
title = "Sound Play Quest Sound?";
prefix = "W1";
}
228
{
title = "Sound Play Entity Voice";
prefix = "W1";
}
}
}
// THING FLAGS
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Standing";
16 = "Multiplayer";
32 = "Unknown (32)";
64 = "Ally";
128 = "Unknown (128)";
256 = "Translucent";
512 = "Modify visibility";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
1 = "skill1";
2 = "skill2";
4 = "skill3";
8 = "standing";
16 = "!single";
64 = "strifeally";
256 = "translucent";
512 = "invisible";
}
// 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;
fixedsize = true;
32000 = "Visual Mode camera";
}
players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 18;
sort = 1;
1 = "Player 1 Tan start";
2 = "Player 2 Red start";
3 = "Player 3 Rust start";
4 = "Player 4 Gray start";
5 = "Player 5 DGreen start";
6 = "Player 6 Gold start";
7 = "Player 7 BGreen start";
8 = "Player 8 Blue start";
11 = "Player Deathmatch start";
}
teleports
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 18;
sort = 1;
14 = "Teleport Destination";
23
{
title = "Teleport Swirl";
width = 20;
}
118 = "Teleport New Map Spot 1";
119 = "Teleport New Map Spot 2";
120 = "Teleport New Map Spot 3";
121 = "Teleport New Map Spot 4";
122 = "Teleport New Map Spot 5";
123 = "Teleport New Map Spot 6";
124 = "Teleport New Map Spot 7";
125 = "Teleport New Map Spot 8";
126 = "Teleport New Map Spot 9";
127 = "Teleport New Map Spot 10";
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 24;
sort = 1;
3002 = "Acolyte 1 Tan";
142 = "Acolyte 2 Red";
143 = "Acolyte 3 Rust";
146 = "Acolyte 4 Gray";
147 = "Acolyte 5 Dark Green";
148 = "Acolyte 6 Gold";
232 = "Acolyte 7 Bright Green";
231 = "Acolyte 8 Blue";
58 = "Shadow Acolyte";
3006
{
title = "Sentinel";
width = 23;
}
186
{
title = "Stalker";
width = 31;
}
27
{
title = "Ceiling Turret";
width = 20;
}
3001
{
title = "Reaver";
width = 20;
}
3005
{
title = "Crusader";
width = 40;
}
3003
{
title = "Templar";
width = 20;
}
16
{
title = "Inquisitor";
width = 40;
}
71
{
title = "Programmer";
width = 45;
}
187
{
title = "Bishop";
width = 40;
}
12
{
title = "Loremaster";
width = 15;
}
129
{
title = "Specter A";
width = 64;
}
75 = "Specter B";
76 = "Specter C - put with Oracle";
167 = "Specter D";
168 = "Specter E";
26
{
title = "Entity Nest";
width = 84;
}
198
{
title = "Entity Pod";
width = 25;
}
128
{
title = "Entity";
width = 130;
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
sort = 1;
10
{
title = "Teleport Beacon";
width = 16;
}
2001 = "Crossbow";
2002 = "Assault Gun";
2006 = "Assault Gun standing";
2003 = "Mini-Missile Launcher";
154 = "Grenade Launcher";
2005 = "Flame Thrower";
2004 = "Mauler";
77 = "Sigil A lightning strike";
78 = "Sigil B rail lightning shot";
79 = "Sigil C spread shot";
80 = "Sigil D column shot";
81 = "Sigil E big blast";
}
ammunition
{
color = 6; // Brown
arrow = 0;
title = "Ammunition";
width = 20;
sort = 1;
183 = "Ammo Satchel";
114 = "Electric Bolts";
115 = "Poison Arrows";
2007 = "Bullet Clip";
2048 = "Box of Bullets";
2010 = "Missiles";
2046 = "Crate of Missiles";
152 = "HE Grenades";
153 = "Phosphorous Grenades";
84 = "Gas Grenade (demo exe only)";
2047 = "Energy Pod";
17 = "Energy Pack";
}
health
{
color = 1; // Blue
arrow = 0;
title = "Health and Armor";
width = 20;
sort = 1;
2011 = "Med patch";
2012 = "Medikit";
2018 = "Leather Armor";
2019 = "Leather Armor";
83 = "Surgery Kit";
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Powerups";
width = 20;
height = 20;
sort = 1;
2024 = "Shadow Armor";
2025 = "Environmental Suit";
207 = "Targeter";
2026 = "Map";
2027 = "Scanner/Map-Radar";
}
quests
{
color = 13; // Light Magenta
arrow = 0;
title = "Quest things";
width = 20;
sort = 1;
45 = "Gates (Piston)";
182
{
title = "Computer";
width = 26;
}
220
{
title = "Power Coupling (Only 1)";
width = 17;
}
226
{
title = "Broken Power Coupling (Only 1)";
width = 16;
}
205
{
title = "Offering Chalice";
width = 10;
}
90 = "Guard Uniform-gives token";
52 = "Officer Uniform-no alarm";
206 = "Communicator";
93 = "Gold Coin";
138 = "10 Gold";
139 = "25 Gold";
140 = "50 Gold";
}
keys
{
color = 13; // Light Magenta
arrow = 0;
title = "Keys";
width = 20;
sort = 1;
13 = "Gold ID Badge";
184 = "Blue ID Card";
185 = "Travel Passcard";
39 = "Brass Key";
38 = "Silver Key";
40 = "Gold Key";
195 = "Chapel Key";
230 = "Base Key (Front)";
233 = "Mauler Key";
234 = "Factory Key";
236 = "Core Key";
235 = "Mine Key";
86 = "Order Key";
166 = "Warehouse Key";
91 = "Severed Hand";
61 = "Oracle Key";
192 = "Red Crystal Key";
193 = "Blue Crystal Key";
}
lights
{
color = 11; // Light Cyan
arrow = 0;
title = "Light sources";
width = 20;
sort = 1;
24 = "Claxon warning light";
70
{
title = "Burning Barrel";
width = 16;
}
28 = "Cage Light";
34 = "Candle";
35
{
title = "Candelabra";
width = 16;
}
43
{
title = "Outside Lamp";
width = 3;
}
46
{
title = "Pole Lantern";
width = 3;
}
107
{
title = "Small Burning Torch";
width = 0;
}
108
{
title = "Small Unlit Torch";
width = 0;
}
111
{
title = "Medium Torch";
width = 4;
}
47
{
title = "Large Torch";
width = 10;
}
50
{
title = "Huge Torch";
width = 10;
}
95
{
title = "Silver Flourescent Light";
width = 4;
}
96
{
title = "Brass Flourescent Light";
width = 4;
}
97
{
title = "Gold Flourescent Light";
width = 4;
}
105
{
title = "Burning Bowl";
width = 16;
}
106
{
title = "Burning Brazier";
width = 10;
}
196
{
title = "Silver Tech Lamp";
width = 11;
}
197
{
title = "Brass Tech Lamp";
width = 8;
}
2028
{
title = "Globe Light";
width = 16;
}
225
{
title = "Alien Spider Light";
width = 32;
}
}
decoration
{
color = 11; // light cyan
arrow = 0;
title = "Decorations";
width = 20;
sort = 1;
216
{
title = "Sigil Banner";
width = 24;
}
85
{
title = "Rat";
width = 10;
}
82
{
title = "Wooden Barrel";
width = 10;
}
117 = "Surgery Crab";
68
{
title = "Tray";
width = 24;
}
217 = "Rebel Boots";
218 = "Rebel Helmet";
219 = "Rebel Shirt";
208
{
title = "Practice Target";
width = 10;
}
194
{
title = "Anvil";
width = 16;
}
228
{
title = "Ammo Filler";
width = 12;
}
109 = "Ceiling Chain";
112 = "Fountain";
53 = "Ceiling Water Drip";
103 = "Floor Water Drip";
104 = "Waterfall Splash";
164 = "Mug";
2014 = "Water Bottle";
165
{
title = "Pot";
width = 12;
}
190 = "Metal Pot";
188
{
title = "Pitcher";
width = 12;
}
189
{
title = "Stool";
width = 6;
}
191 = "Tub";
}
trees
{
color = 3; // Cyan
arrow = 0;
title = "Trees and Rocks";
width = 16;
sort = 1;
33
{
title = "Tree Stub";
width = 15;
}
51
{
title = "Palm Tree";
width = 15;
}
202
{
title = "Big Tree";
width = 15;
}
203
{
title = "Potted Tree";
width = 15;
}
60
{
title = "Short Bush";
width = 15;
}
62
{
title = "Tall Bush";
width = 20;
}
215
{
title = "Stick in Water";
width = 20;
}
98 = "Stalactite";
161 = "Small Stalactite";
160 = "Stalacmite";
163 = "Stalacmite Small";
159 = "Cave Pillar Top";
162 = "Cave Pillar Bottom";
99
{
title = "Rock 1";
width = 20;
}
100
{
title = "Rock 2";
width = 20;
}
101
{
title = "Rock 3";
width = 20;
}
102
{
title = "Rock 4";
width = 20;
}
29
{
title = "Rubble 1";
width = 20;
}
30
{
title = "Rubble 2";
width = 20;
}
31
{
title = "Rubble 3";
width = 20;
}
32
{
title = "Rubble 4";
width = 20;
}
36
{
title = "Rubble 5";
width = 20;
}
37
{
title = "Rubble 6";
width = 20;
}
41
{
title = "Rubble 7";
width = 20;
}
42
{
title = "Rubble 8";
width = 20;
}
}
pillars
{
color = 3; // Cyan
arrow = 0;
title = "Pillars";
width = 20;
sort = 1;
69
{
title = "Barricade Column";
width = 16;
}
63 = "Chimneystack";
48 = "Techno Pillar";
54
{
title = "Aztec Pillar";
width = 16;
}
55
{
title = "Damaged Aztec Pillar";
width = 16;
}
56
{
title = "Ruined Aztec Pillar";
width = 16;
}
57
{
title = "Huge Tech Pillar";
width = 24;
}
227
{
title = "Huge Alien Pillar";
width = 24;
}
110 = "Statue";
44 = "Ruined Statue";
221
{
title = "Alien Bubble Column";
width = 16;
}
222
{
title = "Alien Floor Bubble";
width = 16;
}
223
{
title = "Alien Ceiling Bubble";
width = 16;
}
224
{
title = "Alien Asp Climber";
width = 16;
}
}
corpses
{
color = 4; // Red
arrow = 0;
title = "Corpses";
width = 16;
sort = 1;
15
{
title = "Dead Player, disappears";
width = 20;
}
18
{
title = "Dead Peasant, disappears";
width = 20;
}
19
{
title = "Dead Rebel";
width = 20;
}
20
{
title = "Dead Reaver";
width = 20;
}
21
{
title = "Dead Acolyte, disappears";
width = 20;
}
22
{
title = "Dead Crusader";
width = 20;
}
212
{
title = "Sacrificed Guy";
width = 20;
}
113 = "Hearts in Tank";
209 = "Huge Tank 1 has skeleton";
210 = "Huge Tank 2";
211 = "Huge Tank 3";
213 = "Tank 4 spine with organs";
214 = "Tank 5 Stumpy the Acolyte";
229 = "Tank 6 Specter";
}
rebels
{
color = 4; // Red
arrow = 0;
title = "Rebels";
width = 20;
sort = 1;
9 = "Rebel 1 (summoned by beacon)";
144 = "Rebel 2";
145 = "Rebel 3";
149 = "Rebel 4";
150 = "Rebel 5";
151 = "Rebel 6";
64 = "Macil 1 Invincible (Map03,34)";
200 = "Macil 2 S (Map10)";
}
peasants
{
color = 4; // Red
arrow = 0;
title = "Peasants";
width = 20;
sort = 1;
3004 = "Peasant Tan 1";
130 = "Peasant Tan 2";
131 = "Peasant Tan 3";
65 = "Peasant Red 1 (2,33 Harris/23 Tevick)";
132 = "Peasant Red 2 (4 Derwin/33 Harris)";
133 = "Peasant Red 3 (4 Worner)";
67 = "Peasant Rust 1 (2 Rowan)";
136 = "Peasant Rust 2 (2 Geoff)";
137 = "Peasant Rust 3 (4 Technician)";
66 = "Peasant Gray 1 (4 Ketrick/5 Warden/17 Medic)";
134 = "Peasant Gray 2 (4 Sammis/5 Judge)";
135 = "Peasant Gray 3 (1 Beldin)";
172 = "Peasant DGreen 1 (2 Irale/23 Richter)";
173 = "Peasant DGreen 2 (6 Weran the Rat King)";
174 = "Peasant DGreen 3 (4 Computer Tech)";
178 = "Peasant Gold 1 (11 Key Master/31 False Prg)";
179 = "Peasant Gold 2";
180 = "Peasant Gold 3";
175 = "Peasant BGreen 1 (7 False Programmer)";
176 = "Peasant BGreen 2";
177 = "Peasant BGreen 3";
181 = "Peasant Blue (2,33 Governor/8 False Prgr)";
}
npcs
{
color = 4; // Red
arrow = 0;
title = "Other NPC's";
width = 20;
sort = 1;
141 = "Beggar 1 (Map01 MacGuffin/32 Prisoner)";
155 = "Beggar 2";
156 = "Beggar 3";
157 = "Beggar 4";
158 = "Beggar 5";
204
{
title = "Kneeling Guy";
width = 6;
}
169 = "Zombie";
170 = "Zombie Spawner";
201 = "Becoming Acolyte";
72 = "Bar Keep 1 Gold (Map02,23,33)";
73 = "Armorer 2 Bright Green (Map02,23,33/10)";
74 = "Medic 3 Blue (Map02,23,33/03,10/17)";
116 = "Weapon Smith 4 Tan (Map02,23,33/03,10)";
199
{
title = "Oracle (Map12)";
width = 15;
}
}
hints
{
color = 13; // Light Magenta
arrow = 0;
title = "Explosives and Hints";
width = 20;
sort = 1;
94
{
title = "Explosive Barrel";
width = 10;
}
92 = "PowerCrystal-LowSect128Lt0";
59
{
title = "Degnin Ore - for FFG";
width = 16;
}
25
{
title = "Force Field Guard - use ore";
width = 2;
}
9001 = "Label Hint 1";
9002 = "Label Hint 2";
9003 = "Label Hint 3";
9004 = "Label Hint 4";
9005 = "Label Hint 5";
9006 = "Label Hint 6";
}
}
// Default thing filters
// (these are not required, just usefull for new users)
thingsfilters
{
filter0
{
name = "Easy skill";
category = "";
type = -1;
fields
{
1 = true;
}
}
filter1
{
name = "Hard skill";
category = "";
type = -1;
fields
{
4 = true;
}
}
filter2
{
name = "Keys only";
category = "keys";
type = -1;
}
filter3
{
name = "Medium skill";
category = "";
type = -1;
fields
{
2 = true;
}
}
filter4
{
name = "Multiplayer";
category = "";
type = -1;
fields
{
16 = true;
}
}
}