mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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3205 lines
No EOL
55 KiB
INI
3205 lines
No EOL
55 KiB
INI
/*************************************************************\
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Doom Builder Game Configuration for (Hexen format)
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\*************************************************************/
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// This is required to prevent accedential use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "ZDoom (Strife in Hexen format)";
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// The format interface handles the map data format
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formatinterface = "HexenMapSetIO";
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// No generalized types
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generalizedlinedefs = 0;
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generalizedsectors = 1;
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// Engine specific features
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mixtexturesflats = 1;
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defaulttexturescale = 1.0f;
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defaultflatscale = 1.0f;
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// Thing number for start position in 3D Mode
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start3dmode = 32000;
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// Load textures/flats by default from this file
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texturesfile = "";
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// Default lump name for new map
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defaultlumpname = "";
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// Default flags for first new thing
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defaulthingflags = 999;
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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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// Texture sources
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textures
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{
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zdoom1
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{
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start = "TX_START";
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end = "TX_END";
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}
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}
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// Flat sources
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flats
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{
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standard1
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{
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start = "F_START";
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end = "F_END";
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}
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standard2
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{
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start = "FF_START";
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end = "FF_END";
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}
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standard3
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{
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start = "FF_START";
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end = "F_END";
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}
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standard4
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{
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start = "F_START";
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end = "FF_END";
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}
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}
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/*
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TEXTURES AND FLATS FILTERING
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This allows you to filter textures and flats so that you only see the
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textures/flats listed that you prefer to use.
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The key name doesnt matter here, only the values. You can use
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the following wildcards in values to specify ranges:
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? = Any character
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* = Zero or more characters
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# = Any numeric digit
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[abc...] = Any of these characters that are between brackets
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[!abc..] = Not any of these characters that are between brackets
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*/
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// List these textures...
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texturesfilter
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{
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all_textures = "*";
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}
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// But do not list these textures...
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notexturesfilter
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{
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none = "";
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}
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// List these flats...
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flatsfilter
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{
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all_flats = "*";
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}
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// But do not list these flats...
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noflatsfilter
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{
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none = "";
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}
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/*
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GAME DETECT PATTERN
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Used to guess the game for which a WAD file is made.
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1 = One of these lumps must exist
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2 = None of these lumps must exist
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3 = All of these lumps must exist
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*/
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gamedetect
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{
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EXTENDED = 2;
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BEHAVIOR = 3;
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E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
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E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
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E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
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E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
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MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
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MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
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MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
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MAP31 = 1; MAP32 = 1; MAP33 = 1; MAP34 = 1; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
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MAP41 = 2;
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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 tilde: ~
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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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maplumpnames
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{
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THINGS
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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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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = true;
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}
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BLOCKMAP
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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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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// DEFAULT SECTOR BRIGHTNESS LEVELS
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sectorbrightness
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{
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255;
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240;
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224;
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208;
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192;
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176;
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160;
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144;
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128;
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112;
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96;
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80;
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64;
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48;
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32;
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16;
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0;
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}
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// SECTOR TYPES
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sectortypes
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{
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0 = "Normal";
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1 = "Light Phased";
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2 = "Light Sequence Start";
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3 = "Light Sequence Special 1";
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4 = "Light Sequence Special 2";
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21 = "Light Phased";
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22 = "Light Sequence Start";
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23 = "Light Sequence Special 1";
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24 = "Light Sequence Special 2";
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26 = "Stairs Special 1";
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27 = "Stairs Special 2";
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65 = "Light Flicker";
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66 = "Light Strobe Fast";
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67 = "Light Strobe Slow";
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68 = "Light Strobe Hurt";
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69 = "Damage Hellslime";
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71 = "Damage Nukage";
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72 = "Light Glow";
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74 = "Sector Door Close (30 sec)";
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75 = "Damage End Level";
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76 = "Light StrobeSlowSync";
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77 = "Light StrobeFastSync";
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78 = "Sector Door Raise (5 min)";
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79 = "Low Friction";
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80 = "Damage Super Hellslime";
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81 = "Light Fire Flicker";
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82 = "Damage -2 or -5% health (no protection)";
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83 = "Damage -4 or -8% health (no protection)";
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84 = "Scroll east + -2 or -5% health (no protection)";
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105 = "Delayed damage weak";
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115 = "Instant death (doesn't work in 2.0.93 yet!)";
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116 = "Delayed damage strong";
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118 = "Carry player by tag";
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198 = "Light Indoor 2";
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199 = "Light Indoor 1";
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200 = "Sky 2 (MAPINFO)";
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201 = "Scroll North (slow)";
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202 = "Scroll North (medium)";
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203 = "Scroll North (fast)";
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204 = "Scroll East (slow)";
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205 = "Scroll East (medium)";
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206 = "Scroll East (fast)";
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207 = "Scroll South (slow)";
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208 = "Scroll South (medium)";
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209 = "Scroll South (fast)";
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210 = "Scroll West (slow)";
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211 = "Scroll West (medium)";
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212 = "Scroll West (fast)";
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213 = "Scroll NorthWest (slow)";
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214 = "Scroll NorthWest (medium)";
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215 = "Scroll NorthWest (fast)";
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216 = "Scroll NorthEast (slow)";
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217 = "Scroll NorthEast (medium)";
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218 = "Scroll NorthEast (fast)";
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219 = "Scroll SouthEast (slow)";
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220 = "Scroll SouthEast (medium)";
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221 = "Scroll SouthEast (fast)";
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222 = "Scroll SouthWest (slow)";
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223 = "Scroll SouthWest (medium)";
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224 = "Scroll SouthWest (fast)";
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40 = "Wind East weak";
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41 = "Wind East medium";
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42 = "Wind East strong";
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43 = "Wind North weak";
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44 = "Wind North medium";
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45 = "Wind North strong";
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46 = "Wind South weak";
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47 = "Wind South medium";
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48 = "Wind South strong";
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49 = "Wind West weak";
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50 = "Wind West medium";
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51 = "Wind West strong";
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225 = "Carry East Slow";
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226 = "Carry East Med.Slow";
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227 = "Carry East Medium";
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228 = "Carry East Med.Fast";
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229 = "Carry East Fast";
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230 = "Carry North Slow";
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231 = "Carry North Med.Slow";
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232 = "Carry North Medium";
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233 = "Carry North Med.Fast";
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234 = "Carry North Fast";
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235 = "Carry South Slow";
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236 = "Carry South Med.Slow";
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237 = "Carry South Medium";
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238 = "Carry South Med.Fast";
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239 = "Carry South Fast";
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240 = "Carry West Slow";
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241 = "Carry West Med.Slow";
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242 = "Carry West Medium";
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243 = "Carry West Med.Fast";
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244 = "Carry West Fast";
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}
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// GENERALIZED SECTOR TYPES
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gen_sectortypes
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{
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effect
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{
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0 = "Normal";
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1 = "Light Phased";
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2 = "Light Sequence Start";
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3 = "Light Sequence Special 1";
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4 = "Light Sequence Special 2";
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21 = "Light Phased";
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22 = "Light Sequence Start";
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23 = "Light Sequence Special 1";
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24 = "Light Sequence Special 2";
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26 = "Stairs Special 1";
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27 = "Stairs Special 2";
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65 = "Light Flicker";
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66 = "Light Strobe Fast";
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67 = "Light Strobe Slow";
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68 = "Light Strobe Hurt";
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69 = "Damage Hellslime";
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71 = "Damage Nukage";
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72 = "Light Glow";
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74 = "Sector Door Close (30 sec)";
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75 = "Damage End Level";
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76 = "Light StrobeSlowSync";
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77 = "Light StrobeFastSync";
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78 = "Sector Door Raise (5 min)";
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80 = "Damage Super Hellslime";
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81 = "Light Fire Flicker";
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82 = "Damage -2 or -5% health (no protection)";
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83 = "Damage -4 or -8% health (no protection)";
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84 = "Scroll east + -2 or -5% health (no protection)";
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105 = "Delayed damage weak";
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115 = "Instant death (doesn't work in 2.0.93 yet!)";
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116 = "Delayed damage strong";
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118 = "Carry player by tag";
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198 = "Light Indoor 2";
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199 = "Light Indoor 1";
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200 = "Sky 2 (MAPINFO)";
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201 = "Scroll North (slow)";
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202 = "Scroll North (medium)";
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203 = "Scroll North (fast)";
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204 = "Scroll East (slow)";
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205 = "Scroll East (medium)";
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206 = "Scroll East (fast)";
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207 = "Scroll South (slow)";
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208 = "Scroll South (medium)";
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209 = "Scroll South (fast)";
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210 = "Scroll West (slow)";
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211 = "Scroll West (medium)";
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212 = "Scroll West (fast)";
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213 = "Scroll NorthWest (slow)";
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214 = "Scroll NorthWest (medium)";
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215 = "Scroll NorthWest (fast)";
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216 = "Scroll NorthEast (slow)";
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217 = "Scroll NorthEast (medium)";
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218 = "Scroll NorthEast (fast)";
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219 = "Scroll SouthEast (slow)";
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220 = "Scroll SouthEast (medium)";
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221 = "Scroll SouthEast (fast)";
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222 = "Scroll SouthWest (slow)";
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223 = "Scroll SouthWest (medium)";
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224 = "Scroll SouthWest (fast)";
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40 = "Wind East weak";
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41 = "Wind East medium";
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42 = "Wind East strong";
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43 = "Wind North weak";
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44 = "Wind North medium";
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45 = "Wind North strong";
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46 = "Wind South weak";
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47 = "Wind South medium";
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48 = "Wind South strong";
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49 = "Wind West weak";
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50 = "Wind West medium";
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51 = "Wind West strong";
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225 = "Carry East Slow";
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226 = "Carry East Med.Slow";
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227 = "Carry East Medium";
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228 = "Carry East Med.Fast";
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229 = "Carry East Fast";
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230 = "Carry North Slow";
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231 = "Carry North Med.Slow";
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232 = "Carry North Medium";
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233 = "Carry North Med.Fast";
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234 = "Carry North Fast";
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235 = "Carry South Slow";
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236 = "Carry South Med.Slow";
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237 = "Carry South Medium";
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238 = "Carry South Med.Fast";
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239 = "Carry South Fast";
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240 = "Carry West Slow";
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241 = "Carry West Med.Slow";
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242 = "Carry West Medium";
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243 = "Carry West Med.Fast";
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244 = "Carry West Fast";
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}
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damage
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{
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0 = "None";
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256 = "Damage 5 per second";
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512 = "Damage 10 per second";
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768 = "Damage 20 per second";
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}
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secret
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{
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0 = "No";
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1024 = "Yes";
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}
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friction
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{
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0 = "Disabled";
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2048 = "Enabled";
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}
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pusher
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{
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0 = "Disabled";
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4096 = "Enabled";
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}
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}
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// LINEDEF FLAGS
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linedefflags
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{
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1 = "Impassible";
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2 = "Block Monster";
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4 = "Double Sided";
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8 = "Upper Unpegged";
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16 = "Lower Unpegged";
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32 = "Secret";
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64 = "Block Sound";
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128 = "Hidden";
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256 = "Shown";
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512 = "Repeatable Action";
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8192 = "Monster Activates";
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32768 = "Block Everything";
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}
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|
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// LINEDEF ACTIVATIONS
|
|
// Make sure these are in order from lowest value to highest value
|
|
linedefactivations
|
|
{
|
|
0 = "Player walks over";
|
|
1024 = "Player presses Use";
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|
2048 = "Monster walks over";
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|
3072 = "Projectile hits";
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4096 = "Player bumps";
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5120 = "Projectile flies over";
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|
6144 = "Player presses Use (PassThru)";
|
|
7168 = "Projectile hits or crosses";
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}
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|
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// LINEDEF TYPES
|
|
// [type] [category] [description]
|
|
// i know this should be done the same way as the things types,
|
|
// but hey, are you willing to reformat the linedef types for each config?
|
|
linedeftypes
|
|
{
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0 = " Normal";
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|
|
|
20
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{
|
|
title = "H Floor Lower";
|
|
arg1 = "Sector Tag";
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arg2 = "Movement Speed";
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|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
21
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{
|
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title = "H Floor Lower to Lowest Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
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}
|
|
|
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22
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{
|
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title = "H Floor Lower to Nearest Floor";
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|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
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}
|
|
|
|
23
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{
|
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title = "H Floor Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
24
|
|
{
|
|
title = "H Floor Raise to Highest Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
25
|
|
{
|
|
title = "H Floor Raise to Nearest Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
28
|
|
{
|
|
title = "H Floor Crusher Start";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
35
|
|
{
|
|
title = "H Floor Raise (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
36
|
|
{
|
|
title = "H Floor Lower (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
46
|
|
{
|
|
title = "H Floor Crusher Stop";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
66
|
|
{
|
|
title = "H Floor Lower Instantly (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg3 = "Target Height (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
67
|
|
{
|
|
title = "H Floor Raise Instantly (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg3 = "Target Height (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
68
|
|
{
|
|
title = "H Floor Move (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Target Height (8px)";
|
|
arg4 = "Negative Height";
|
|
mark1 = 1;
|
|
}
|
|
|
|
40
|
|
{
|
|
title = "H Ceiling Lower";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
41
|
|
{
|
|
title = "H Ceiling Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
42
|
|
{
|
|
title = "H Ceiling Crusher Start";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
43
|
|
{
|
|
title = "H Ceiling Crush Once";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
44
|
|
{
|
|
title = "H Ceiling Crusher Stop";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
45
|
|
{
|
|
title = "H Ceiling Crush Once and Open";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
69
|
|
{
|
|
title = "H Ceiling Move (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount (8px)";
|
|
arg4 = "Negative Height";
|
|
mark1 = 1;
|
|
}
|
|
|
|
95
|
|
{
|
|
title = "H Floor and Ceiling Lower";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
96
|
|
{
|
|
title = "H Floor and Ceiling Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
60
|
|
{
|
|
title = "H Platform Perpetual Move";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
61
|
|
{
|
|
title = "H Platform Stop";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
62
|
|
{
|
|
title = "H Platform Lower Wait Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
63
|
|
{
|
|
title = "H Platform Lower (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
arg4 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
64
|
|
{
|
|
title = "H Platform Raise Wait Lower";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
172
|
|
{
|
|
title = "H Platform Raise to Nearest Wait Lower";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
65
|
|
{
|
|
title = "H Platform Raise (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
arg4 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
29
|
|
{
|
|
title = "H Pillar Build";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
30
|
|
{
|
|
title = "H Pillar Open";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Floor Movement Amount";
|
|
arg4 = "Ceiling Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
94
|
|
{
|
|
title = "H Pillar Build and Crush";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
26
|
|
{
|
|
title = "H Stairs Build Down";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Step Amount";
|
|
arg4 = "Build Step Delay";
|
|
arg5 = "Reset Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
27
|
|
{
|
|
title = "H Stairs Build Up";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Step Amount";
|
|
arg4 = "Build Step Delay";
|
|
arg5 = "Reset Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
31
|
|
{
|
|
title = "H Stairs Build Down (sync)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Step Amount";
|
|
arg4 = "Reset Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
32
|
|
{
|
|
title = "H Stairs Build Up (sync)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Step Amount";
|
|
arg4 = "Reset Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
10
|
|
{
|
|
title = "H Door Close";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Light Tag";
|
|
mark1 = 1;
|
|
mark3 = 1;
|
|
}
|
|
|
|
11
|
|
{
|
|
title = "H Door Open";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Light Tag";
|
|
mark1 = 1;
|
|
mark3 = 1;
|
|
}
|
|
|
|
12
|
|
{
|
|
title = "H Door Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Close Delay";
|
|
arg4 = "Light Tag";
|
|
mark1 = 1;
|
|
mark4 = 1;
|
|
}
|
|
|
|
13
|
|
{
|
|
title = "H Door Locked Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Close Delay";
|
|
arg4 = "Key Number";
|
|
arg5 = "Light Tag";
|
|
mark1 = 1;
|
|
mark5 = 1;
|
|
}
|
|
|
|
14
|
|
{
|
|
title = "H Door Animated";
|
|
arg1 = "Sector tag";
|
|
arg2 = "Animation Speed";
|
|
arg3 = "Close Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
80
|
|
{
|
|
title = "H Script Execute";
|
|
arg1 = "Script Number";
|
|
arg2 = "Map Number";
|
|
arg3 = "Script Argument 1";
|
|
arg4 = "Script Argument 2";
|
|
arg5 = "Script Argument 3";
|
|
}
|
|
|
|
81
|
|
{
|
|
title = "H Script Suspend";
|
|
arg1 = "Script Number";
|
|
arg2 = "Map Number";
|
|
}
|
|
|
|
82
|
|
{
|
|
title = "H Script Terminate";
|
|
arg1 = "Script Number";
|
|
arg2 = "Map Number";
|
|
}
|
|
|
|
83
|
|
{
|
|
title = "H Script Locked Execute";
|
|
arg1 = "Script Number";
|
|
arg2 = "Map Number";
|
|
arg3 = "Script Argument 1";
|
|
arg4 = "Script Argument 2";
|
|
arg5 = "Key Number";
|
|
}
|
|
|
|
84
|
|
{
|
|
title = "H Script Execute with Result";
|
|
arg1 = "Script Number";
|
|
arg2 = "Script Argument 1";
|
|
arg3 = "Script Argument 2";
|
|
arg4 = "Script Argument 3";
|
|
}
|
|
|
|
110
|
|
{
|
|
title = "H Light Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Lighting Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
111
|
|
{
|
|
title = "H Light Lower";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Lighting Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
112
|
|
{
|
|
title = "H Light Change";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Brightness Level";
|
|
mark1 = 1;
|
|
}
|
|
|
|
113
|
|
{
|
|
title = "H Light Fade";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Brightness Level";
|
|
arg3 = "Fade Duration";
|
|
mark1 = 1;
|
|
}
|
|
|
|
114
|
|
{
|
|
title = "H Light Flow";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Brightest Level";
|
|
arg3 = "Darkest Level";
|
|
arg4 = "Fade Duration";
|
|
mark1 = 1;
|
|
}
|
|
|
|
115
|
|
{
|
|
title = "H Light Flicker";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Brightest Level";
|
|
arg3 = "Darkest Level";
|
|
mark1 = 1;
|
|
}
|
|
|
|
116
|
|
{
|
|
title = "H Light Strobe";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Brightest Level";
|
|
arg3 = "Darkest Level";
|
|
arg4 = "Brightest Duration";
|
|
arg5 = "Darkest Duration";
|
|
mark1 = 1;
|
|
}
|
|
|
|
121
|
|
{
|
|
title = "H Line Identification";
|
|
arg1 = "Set Line ID";
|
|
}
|
|
|
|
100
|
|
{
|
|
title = "H Scroll Texture Left";
|
|
arg1 = "Scroll Speed";
|
|
}
|
|
|
|
101
|
|
{
|
|
title = "H Scroll Texture Right";
|
|
arg1 = "Scroll Speed";
|
|
}
|
|
|
|
102
|
|
{
|
|
title = "H Scroll Texture Up";
|
|
arg1 = "Scroll Speed";
|
|
}
|
|
|
|
103
|
|
{
|
|
title = "H Scroll Texture Down";
|
|
arg1 = "Scroll Speed";
|
|
}
|
|
|
|
129
|
|
{
|
|
title = "H Use Puzzle Item";
|
|
arg1 = "Item Number";
|
|
arg2 = "Script Number";
|
|
arg3 = "Script Argument 1";
|
|
arg4 = "Script Argument 2";
|
|
arg5 = "Script Argument 3";
|
|
}
|
|
|
|
140
|
|
{
|
|
title = "H Sector Change Sound";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Sound Number";
|
|
mark1 = 1;
|
|
}
|
|
|
|
120
|
|
{
|
|
title = "H Earthquake";
|
|
arg1 = "Intensity";
|
|
arg2 = "Duration";
|
|
arg3 = "Damage Radius";
|
|
arg4 = "Tremor Radius";
|
|
arg5 = "Thing Tag";
|
|
mark5 = 2;
|
|
}
|
|
|
|
74
|
|
{
|
|
title = "H Teleport To Map";
|
|
arg1 = "Map Number";
|
|
arg2 = "Position";
|
|
arg3 = "Keep orientation";
|
|
}
|
|
|
|
75
|
|
{
|
|
title = "H End Game";
|
|
}
|
|
|
|
70
|
|
{
|
|
title = "H Teleport";
|
|
arg1 = "Target MapSpot Tag";
|
|
arg2 = "Target Sector Tag";
|
|
arg3 = "No fog at source";
|
|
mark1 = 2;
|
|
mark2 = 1;
|
|
}
|
|
|
|
71
|
|
{
|
|
title = "H Teleport (silent)";
|
|
arg1 = "Target MapSpot Tag";
|
|
arg2 = "Use Orientation of MapSpot";
|
|
arg3 = "Target Sector Tag";
|
|
mark1 = 2;
|
|
mark3 = 1;
|
|
}
|
|
|
|
39
|
|
{
|
|
title = "H Teleport to Pain State (silent)";
|
|
arg1 = "Target MapSpot Tag";
|
|
arg2 = "Target Sector Tag";
|
|
mark1 = 2;
|
|
mark2 = 1;
|
|
}
|
|
|
|
72
|
|
{
|
|
title = "H Thing Thrust";
|
|
arg1 = "Thrust Angle";
|
|
arg2 = "Thrust Distance";
|
|
}
|
|
|
|
73
|
|
{
|
|
title = "H Thing Damage";
|
|
arg1 = "Damage Amount";
|
|
}
|
|
|
|
130
|
|
{
|
|
title = "H Thing Activate";
|
|
arg1 = "Thing Tag";
|
|
mark1 = 2;
|
|
}
|
|
|
|
131
|
|
{
|
|
title = "H Thing Deactivate";
|
|
arg1 = "Thing Tag";
|
|
mark1 = 2;
|
|
}
|
|
|
|
132
|
|
{
|
|
title = "H Thing Remove";
|
|
arg1 = "Thing Tag";
|
|
mark1 = 2;
|
|
}
|
|
|
|
133
|
|
{
|
|
title = "H Thing Destroy";
|
|
arg1 = "Thing Tag";
|
|
mark1 = 2;
|
|
}
|
|
|
|
134
|
|
{
|
|
title = "H Thing Projectile";
|
|
arg1 = "MapSpot Tag";
|
|
arg2 = "Spawn Thing";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Horizontal Movement Speed";
|
|
arg5 = "Vertical Movement Speed";
|
|
mark1 = 2;
|
|
}
|
|
|
|
136
|
|
{
|
|
title = "H Thing Projectile with Gravity";
|
|
arg1 = "MapSpot Tag";
|
|
arg2 = "Spawn Thing";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Horizontal Movement Speed";
|
|
arg5 = "Vertical Movement Speed";
|
|
mark1 = 2;
|
|
}
|
|
|
|
135
|
|
{
|
|
title = "H Thing Spawn";
|
|
arg1 = "MapSpot Tag";
|
|
arg2 = "Spawn Thing";
|
|
arg3 = "Thing Angle";
|
|
mark1 = 2;
|
|
}
|
|
|
|
137
|
|
{
|
|
title = "H Thing Spawn (silent)";
|
|
arg1 = "MapSpot Tag";
|
|
arg2 = "Spawn Thing";
|
|
arg3 = "Thing Angle";
|
|
mark1 = 2;
|
|
}
|
|
|
|
1
|
|
{
|
|
title = "H Polyobj Start Line";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Mirror Polyobj Number";
|
|
arg3 = "Sound Number";
|
|
}
|
|
|
|
2
|
|
{
|
|
title = "H Polyobj Rotate Left";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Target Angle";
|
|
}
|
|
|
|
3
|
|
{
|
|
title = "H Polyobj Rotate Right";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Target Angle";
|
|
}
|
|
|
|
4
|
|
{
|
|
title = "H Polyobj Move";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Movement Length";
|
|
}
|
|
|
|
5
|
|
{
|
|
title = "H Polyobj Explicit Line";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Rendering order";
|
|
arg3 = "Mirror Polyobj Number";
|
|
arg4 = "Sound Number";
|
|
}
|
|
|
|
6
|
|
{
|
|
title = "H Polyobj Move (8px)";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Movement Length (8px)";
|
|
}
|
|
|
|
7
|
|
{
|
|
title = "H Polyobj Door Swing";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Delay";
|
|
}
|
|
|
|
8
|
|
{
|
|
title = "H Polyobj Door Slide";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Movement Length";
|
|
arg5 = "Delay";
|
|
}
|
|
|
|
9
|
|
{
|
|
title = "H Line Horizon";
|
|
}
|
|
|
|
90
|
|
{
|
|
title = "H Polyobj Rotate Left (override)";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Target Angle";
|
|
}
|
|
|
|
91
|
|
{
|
|
title = "H Polyobj Rotate Right (override)";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Target Angle";
|
|
}
|
|
|
|
92
|
|
{
|
|
title = "H Polyobj Move (override)";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Movement Length";
|
|
}
|
|
|
|
93
|
|
{
|
|
title = "H Polyobj Move (8px, override)";
|
|
arg1 = "Polyobj Number";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Angle";
|
|
arg4 = "Movement Length (8px)";
|
|
}
|
|
|
|
181
|
|
{
|
|
title = "H Plane Align (slope)";
|
|
arg1 = "Align Floor";
|
|
arg2 = "Align Ceiling";
|
|
}
|
|
|
|
241
|
|
{
|
|
title = "H Floor Lower to Lowest TxTy";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
242
|
|
{
|
|
title = "H Floor Lower to Highest";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Adjust Target Height";
|
|
mark1 = 1;
|
|
}
|
|
|
|
238
|
|
{
|
|
title = "H Floor Raise to Lowest Ceiling";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
239
|
|
{
|
|
title = "H Floor Raise by TxTy";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
240
|
|
{
|
|
title = "H Floor Raise by Texture";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
138
|
|
{
|
|
title = "H Floor Waggle";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Amplitude";
|
|
arg3 = "Frequency";
|
|
arg4 = "Phase Offset";
|
|
arg5 = "Duration";
|
|
mark1 = 1;
|
|
}
|
|
|
|
250
|
|
{
|
|
title = "H Floor Donut";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Pillar Movement Speed";
|
|
arg3 = "Stairs Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
235
|
|
{
|
|
title = "H Floor Transfer Trigger";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
236
|
|
{
|
|
title = "H Floor Transfer Numeric";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
200
|
|
{
|
|
title = "H Floor Generic Change";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
arg4 = "Movement Target";
|
|
arg5 = "Flags";
|
|
mark1 = 1;
|
|
}
|
|
|
|
199
|
|
{
|
|
title = "H Ceiling Lower (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
198
|
|
{
|
|
title = "H Ceiling Raise (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
193
|
|
{
|
|
title = "H Ceiling Lower Instantly";
|
|
arg1 = "Sector Tag";
|
|
arg3 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
194
|
|
{
|
|
title = "H Ceiling Raise Instantly";
|
|
arg1 = "Sector Tag";
|
|
arg3 = "Movement Amount (8px)";
|
|
mark1 = 1;
|
|
}
|
|
|
|
252
|
|
{
|
|
title = "H Ceiling Raise to Nearest Ceiling";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
192
|
|
{
|
|
title = "H Ceiling Lower to Highest Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
253
|
|
{
|
|
title = "H Ceiling Lower to Lowest Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
254
|
|
{
|
|
title = "H Ceiling Lower to Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
195
|
|
{
|
|
title = "H Ceiling Crush Once and Open A";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Crush Movement Speed";
|
|
arg3 = "Raise Movement Speed";
|
|
arg4 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
196
|
|
{
|
|
title = "H Ceiling Crush Start A";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Crush Movement Speed";
|
|
arg3 = "Raise Movement Speed";
|
|
arg4 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
197
|
|
{
|
|
title = "H Ceiling Crush Start A (silent)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Crush Movement Speed";
|
|
arg3 = "Raise Movement Speed";
|
|
arg4 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
255
|
|
{
|
|
title = "H Ceiling Crush Once and Open A (silent)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Crush Movement Speed";
|
|
arg3 = "Raise Movement Speed";
|
|
arg4 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
201
|
|
{
|
|
title = "H Ceiling Generic Change";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
arg4 = "Movement Target";
|
|
arg5 = "Flags";
|
|
mark1 = 1;
|
|
}
|
|
|
|
205
|
|
{
|
|
title = "H Ceiling Generic Crush";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Crush Movement Speed";
|
|
arg3 = "Raise Movement Amount";
|
|
arg4 = "Silent";
|
|
arg5 = "Crush Damage";
|
|
mark1 = 1;
|
|
}
|
|
|
|
251
|
|
{
|
|
title = "H Floor and Ceiling Lower and Raise";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Floor Movement Speed";
|
|
arg3 = "Ceiling Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
245
|
|
{
|
|
title = "H Elevator Raise to Nearest Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
246
|
|
{
|
|
title = "H Elevator Raise to Activated Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
247
|
|
{
|
|
title = "H Elevator Lower to Nearest Floor";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
217
|
|
{
|
|
title = "H Stairs Build Doom";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Step Amount";
|
|
arg4 = "Build Step Delay";
|
|
arg5 = "Reset Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
204
|
|
{
|
|
title = "H Stairs Generic Build";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Step Amount";
|
|
arg4 = "Flags";
|
|
arg5 = "Reset Delay";
|
|
mark1 = 1;
|
|
}
|
|
|
|
207
|
|
{
|
|
title = "H Platform Perpetual Move (lip)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
arg4 = "Lip Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
206
|
|
{
|
|
title = "H Platform Lower Wait Raise (lip)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
arg4 = "Lip Amount";
|
|
arg5 = "Movement sound type";
|
|
mark1 = 1;
|
|
}
|
|
|
|
228
|
|
{
|
|
title = "H Platform Raise Tx0";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
mark1 = 1;
|
|
}
|
|
|
|
230
|
|
{
|
|
title = "H Platform Raise by Value Tx (8px)";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
231
|
|
{
|
|
title = "H Platform Toggle Ceiling";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
203
|
|
{
|
|
title = "H Platform Generic Change";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Reverse Delay";
|
|
arg4 = "Type";
|
|
arg5 = "Movement Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
215
|
|
{
|
|
title = "H Teleport To Line";
|
|
arg1 = "Source Line Tag";
|
|
arg2 = "Target Line Tag";
|
|
arg3 = "Reverse Angle";
|
|
}
|
|
|
|
243
|
|
{
|
|
title = "H End Normal";
|
|
arg1 = "Position";
|
|
}
|
|
|
|
244
|
|
{
|
|
title = "H End Secret";
|
|
arg1 = "Position";
|
|
}
|
|
|
|
232
|
|
{
|
|
title = "H Light Strobe Doom";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Brightest Duration";
|
|
arg3 = "Darkest Duration";
|
|
mark1 = 1;
|
|
}
|
|
|
|
233
|
|
{
|
|
title = "H Light Change to Darkest";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
234
|
|
{
|
|
title = "H Light Change to Brightest";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
212
|
|
{
|
|
title = "H Sector Color";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Red";
|
|
arg3 = "Green";
|
|
arg4 = "Blue";
|
|
mark1 = 1;
|
|
}
|
|
|
|
213
|
|
{
|
|
title = "H Sector Fade";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Red";
|
|
arg3 = "Green";
|
|
arg4 = "Blue";
|
|
mark1 = 1;
|
|
}
|
|
|
|
214
|
|
{
|
|
title = "H Sector Damage";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Damage Amount";
|
|
arg3 = "Meaning Of Death";
|
|
mark1 = 1;
|
|
}
|
|
|
|
216
|
|
{
|
|
title = "H Sector Gravity";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Gravity Integral";
|
|
arg3 = "Gravity Fractional";
|
|
mark1 = 1;
|
|
}
|
|
|
|
219
|
|
{
|
|
title = "H Sector Friction";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Friction Amount";
|
|
mark1 = 1;
|
|
}
|
|
|
|
218
|
|
{
|
|
title = "H Sector Wind";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Wind Strength";
|
|
arg3 = "Wind Angle";
|
|
arg4 = "Line Vector";
|
|
mark1 = 1;
|
|
}
|
|
|
|
220
|
|
{
|
|
title = "H Sector Current";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Current Strength";
|
|
arg3 = "Current Angle";
|
|
arg4 = "Line Vector";
|
|
mark1 = 1;
|
|
}
|
|
|
|
183
|
|
{
|
|
title = "H Sector Floor Alignment to Line";
|
|
arg1 = "Line Tag";
|
|
arg2 = "Line Side";
|
|
}
|
|
|
|
184
|
|
{
|
|
title = "H Sector Ceiling Alignment to Line";
|
|
arg1 = "Line Tag";
|
|
arg2 = "Line Side";
|
|
}
|
|
|
|
185
|
|
{
|
|
title = "H Sector Rotate Alignment";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Floor Angle";
|
|
arg3 = "Ceiling Angle";
|
|
mark1 = 1;
|
|
}
|
|
|
|
186
|
|
{
|
|
title = "H Sector Ceiling Panning";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Horizontal Integral";
|
|
arg3 = "Horizontal Fractional";
|
|
arg4 = "Vertical Integral";
|
|
arg5 = "Vertical Fractional";
|
|
mark1 = 1;
|
|
}
|
|
|
|
187
|
|
{
|
|
title = "H Sector Floor Panning";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Horizontal Integral";
|
|
arg3 = "Horizontal Fractional";
|
|
arg4 = "Vertical Integral";
|
|
arg5 = "Vertical Fractional";
|
|
mark1 = 1;
|
|
}
|
|
|
|
188
|
|
{
|
|
title = "H Sector Ceiling Scale";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Horizontal Integral";
|
|
arg3 = "Horizontal Fractional";
|
|
arg4 = "Vertical Integral";
|
|
arg5 = "Vertical Fractional";
|
|
mark1 = 1;
|
|
}
|
|
|
|
189
|
|
{
|
|
title = "H Sector Floor Scale";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Horizontal Integral";
|
|
arg3 = "Horizontal Fractional";
|
|
arg4 = "Vertical Integral";
|
|
arg5 = "Vertical Fractional";
|
|
mark1 = 1;
|
|
}
|
|
|
|
248
|
|
{
|
|
title = "H Thing Heal";
|
|
arg1 = "Health Amount";
|
|
}
|
|
|
|
229
|
|
{
|
|
title = "H Thing Goal";
|
|
arg1 = "Monster Thing Tag";
|
|
arg2 = "Target Thing Tag";
|
|
arg3 = "Delay";
|
|
mark1 = 2;
|
|
mark2 = 2;
|
|
}
|
|
|
|
226
|
|
{
|
|
title = "H Script Execute Always";
|
|
arg1 = "Script Number";
|
|
arg2 = "Map Number";
|
|
arg3 = "Script Argument 1";
|
|
arg4 = "Script Argument 2";
|
|
arg5 = "Script Argument 3";
|
|
}
|
|
|
|
208
|
|
{
|
|
title = "H Translucent Line";
|
|
arg1 = "Line Tag";
|
|
arg2 = "Transparency Amount";
|
|
}
|
|
|
|
221
|
|
{
|
|
title = "H Scroll Texture Both";
|
|
arg1 = "Line Tag";
|
|
arg2 = "Left Speed";
|
|
arg3 = "Right Speed";
|
|
arg4 = "Down Speed";
|
|
arg5 = "Up Speed";
|
|
}
|
|
|
|
225
|
|
{
|
|
title = "H Scroll Texture by Offsets";
|
|
}
|
|
|
|
222
|
|
{
|
|
title = "H Scroll Texture Model";
|
|
arg1 = "Line Tag";
|
|
arg2 = "Scroll Bits";
|
|
}
|
|
|
|
223
|
|
{
|
|
title = "H Scroll Floor";
|
|
arg1 = "Line Tag";
|
|
arg2 = "Scroll Bits";
|
|
arg3 = "Method";
|
|
arg4 = "Horizontal Speed";
|
|
arg5 = "Vertical Speed";
|
|
}
|
|
|
|
224
|
|
{
|
|
title = "H Scroll Ceiling";
|
|
arg1 = "Line Tag";
|
|
arg2 = "Scroll Bits";
|
|
arg3 = "Method";
|
|
arg4 = "Horizontal Speed";
|
|
arg5 = "Vertical Speed";
|
|
}
|
|
|
|
209
|
|
{
|
|
title = "H Transfer Heights";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "When";
|
|
mark1 = 1;
|
|
}
|
|
|
|
210
|
|
{
|
|
title = "H Transfer Floor Brightness";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
211
|
|
{
|
|
title = "H Transfer Ceiling Brightness";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
227
|
|
{
|
|
title = "H Point Pusher and Puller Force";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Thing Tag";
|
|
arg3 = "Strength";
|
|
arg4 = "Line Vector";
|
|
mark1 = 1;
|
|
mark2 = 2;
|
|
}
|
|
|
|
237
|
|
{
|
|
title = "H Camera Change";
|
|
arg1 = "Thing Tag";
|
|
arg2 = "Everyone";
|
|
arg3 = "Movement Resets";
|
|
mark1 = 1;
|
|
}
|
|
|
|
191
|
|
{
|
|
title = "H Player Property";
|
|
arg1 = "Everyone";
|
|
arg2 = "Toggle";
|
|
arg3 = "Property";
|
|
}
|
|
|
|
249
|
|
{
|
|
title = "H Door Close Wait Open";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Delay";
|
|
arg4 = "Light Tag";
|
|
mark1 = 1;
|
|
mark4 = 1;
|
|
}
|
|
|
|
202
|
|
{
|
|
title = "H Door Generic";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Movement Speed";
|
|
arg3 = "Type";
|
|
arg4 = "Delay";
|
|
arg5 = "Lock";
|
|
mark1 = 1;
|
|
}
|
|
|
|
38
|
|
{
|
|
title = "H Ceiling Waggle";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Amplitude";
|
|
arg3 = "Frequency";
|
|
arg4 = "Phase Offset";
|
|
arg5 = "Duration";
|
|
mark1 = 1;
|
|
}
|
|
|
|
15
|
|
{
|
|
title = "H Autosave";
|
|
}
|
|
|
|
76
|
|
{
|
|
title = "H Teleport Other";
|
|
arg1 = "Thing ID";
|
|
arg2 = "Target Thing ID";
|
|
arg3 = "Fog";
|
|
mark1 = 2;
|
|
mark2 = 2;
|
|
}
|
|
|
|
77
|
|
{
|
|
title = "H Teleport Group";
|
|
arg1 = "Group Thing ID";
|
|
arg2 = "Source Thing ID";
|
|
arg3 = "Target Thing ID";
|
|
arg4 = "Move source";
|
|
arg5 = "Fog";
|
|
mark1 = 2;
|
|
mark2 = 2;
|
|
mark3 = 2;
|
|
}
|
|
|
|
78
|
|
{
|
|
title = "H Teleport in sector";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Source Thing ID";
|
|
arg3 = "Target Thing ID";
|
|
arg4 = "bFog";
|
|
arg5 = "Group Thing ID";
|
|
mark1 = 1;
|
|
mark2 = 2;
|
|
mark3 = 2;
|
|
mark5 = 2;
|
|
}
|
|
|
|
117
|
|
{
|
|
title = "H Light Stop";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
119
|
|
{
|
|
title = "H Thing Damage";
|
|
arg1 = "Thing ID";
|
|
arg2 = "Damage";
|
|
arg3 = "Means of Death";
|
|
mark1 = 2;
|
|
}
|
|
|
|
125
|
|
{
|
|
title = "H Thing Move";
|
|
arg1 = "Thing ID";
|
|
arg2 = "Target Thing ID";
|
|
mark1 = 2;
|
|
mark2 = 2;
|
|
}
|
|
|
|
127
|
|
{
|
|
title = "H Thing Set Special";
|
|
arg1 = "Thing ID";
|
|
arg2 = "Special";
|
|
arg3 = "Special arg 1";
|
|
arg4 = "Special arg 2";
|
|
arg5 = "Special arg 3";
|
|
mark1 = 2;
|
|
}
|
|
|
|
128
|
|
{
|
|
title = "H Thing Thrust Z";
|
|
arg1 = "Thing ID";
|
|
arg2 = "Force";
|
|
arg3 = "Down Up";
|
|
arg4 = "Add Set";
|
|
mark1 = 2;
|
|
}
|
|
|
|
139
|
|
{
|
|
title = "H Thing Spawn Facing";
|
|
arg1 = "Mapspot ID";
|
|
arg2 = "Type";
|
|
arg3 = "No Fog";
|
|
arg4 = "New Thing ID";
|
|
mark1 = 2;
|
|
}
|
|
|
|
175
|
|
{
|
|
title = "H Thing Projectile Intercept";
|
|
arg1 = "Mapspot ID";
|
|
arg2 = "Type";
|
|
arg3 = "Speed";
|
|
arg4 = "Thing ID target";
|
|
arg5 = "New Thing ID";
|
|
mark1 = 2;
|
|
mark4 = 2;
|
|
}
|
|
|
|
176
|
|
{
|
|
title = "H Thing ID Change";
|
|
arg1 = "Old Thing ID";
|
|
arg2 = "New Thing ID";
|
|
mark1 = 2;
|
|
}
|
|
|
|
177
|
|
{
|
|
title = "H Thing Hate";
|
|
arg1 = "Hater ID";
|
|
arg2 = "Hatee ID";
|
|
arg3 = "Flags";
|
|
mark1 = 2;
|
|
mark2 = 2;
|
|
}
|
|
|
|
178
|
|
{
|
|
title = "H Thing Aimed Projectile";
|
|
arg1 = "Mapspot ID";
|
|
arg2 = "Type";
|
|
arg3 = "Speed";
|
|
arg4 = "Target Thing ID";
|
|
arg5 = "New Thing ID";
|
|
mark1 = 2;
|
|
mark4 = 2;
|
|
}
|
|
|
|
179
|
|
{
|
|
title = "H Change Skill";
|
|
arg1 = "New Skill Level";
|
|
}
|
|
|
|
180
|
|
{
|
|
title = "H Thing Set Translation";
|
|
arg1 = "Thing ID";
|
|
arg2 = "Translation index";
|
|
}
|
|
|
|
182
|
|
{
|
|
title = "H Line Mirror";
|
|
}
|
|
|
|
190
|
|
{
|
|
title = "H Static Init";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Property";
|
|
arg3 = "Flip Sky";
|
|
}
|
|
|
|
50
|
|
{
|
|
title = "H Transfer Brightness Level";
|
|
arg1 = "Sector Tag";
|
|
arg2 = "Method";
|
|
mark1 = 1;
|
|
}
|
|
|
|
33
|
|
{
|
|
title = "H Forcefield Set";
|
|
}
|
|
|
|
34
|
|
{
|
|
title = "H Forcefield Remove";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
|
|
49
|
|
{
|
|
title = "H Breakable Glass";
|
|
}
|
|
|
|
173
|
|
{
|
|
title = "H Alert monsters";
|
|
arg1 = "ID of target";
|
|
arg2 = "ID of emitter";
|
|
}
|
|
|
|
174
|
|
{
|
|
title = "H Communicator message";
|
|
arg1 = "Message ID";
|
|
arg2 = "Front side only";
|
|
arg3 = "Message identification";
|
|
arg4 = "Don't add message to log";
|
|
}
|
|
}
|
|
|
|
// THING FLAGS
|
|
thingflags
|
|
{
|
|
1 = "Easy";
|
|
2 = "Medium";
|
|
4 = "Hard";
|
|
8 = "Deaf";
|
|
16 = "Dormant";
|
|
32 = "Fighter class";
|
|
64 = "Cleric class";
|
|
128 = "Mage class";
|
|
256 = "Singleplayer";
|
|
512 = "Cooperative";
|
|
1024 = "Deathmatch";
|
|
2048 = "Translucent (25%)";
|
|
4096 = "Invisible";
|
|
8192 = "Friendly";
|
|
16384 = "Frozen while inactive";
|
|
}
|
|
|
|
// 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 = 1792; // 256 + 512 + 1024
|
|
|
|
|
|
// THING TYPES
|
|
thingtypes
|
|
{
|
|
editor
|
|
{
|
|
color = 15; // White
|
|
arrow = 1;
|
|
title = "Editor Things";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
32000 = "3D Mode start";
|
|
}
|
|
|
|
cameras
|
|
{
|
|
color = 7; // Light Grey
|
|
arrow = 1;
|
|
title = "Cameras and Interpolation";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
9025
|
|
{
|
|
title = "Camera";
|
|
arg1 = "Pitch";
|
|
arg2 = "Pan";
|
|
arg3 = "Time";
|
|
}
|
|
9073
|
|
{
|
|
title = "Aiming Camera";
|
|
arg1 = "Pitch";
|
|
arg2 = "Max Angle";
|
|
arg3 = "Max Pitch";
|
|
arg4 = "Thing ID";
|
|
}
|
|
9080 = "Skybox Viewpoint";
|
|
9081
|
|
{
|
|
title = "Skybox Picker";
|
|
arg1 = "Thing ID sky";
|
|
}
|
|
9074
|
|
{
|
|
title = "Actor Mover";
|
|
arg1 = "Point";
|
|
arg2 = "High Point";
|
|
arg3 = "bLinear";
|
|
arg4 = "Thing ID";
|
|
}
|
|
9070
|
|
{
|
|
title = "Interpolation point";
|
|
arg1 = "Pitch";
|
|
arg2 = "Travel Time";
|
|
arg3 = "Hold Time";
|
|
arg4 = "Next";
|
|
arg5 = "High Next";
|
|
}
|
|
9075 = "Interpolation Special";
|
|
9072
|
|
{
|
|
title = "Moving Camera";
|
|
arg1 = "Point";
|
|
arg2 = "High Point";
|
|
arg3 = "bLinear";
|
|
arg4 = "Thing ID looking at";
|
|
}
|
|
9071
|
|
{
|
|
title = "Path Follower";
|
|
arg1 = "Point";
|
|
arg2 = "High Point";
|
|
arg3 = "bLinear";
|
|
}
|
|
9047 = "Patrol Special";
|
|
}
|
|
|
|
bridges
|
|
{
|
|
color = 8; // Grey
|
|
arrow = 0;
|
|
title = "Bridges";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
5064
|
|
{
|
|
title = "Bridge radius 16";
|
|
width = 16;
|
|
}
|
|
5061
|
|
{
|
|
title = "Bridge radius 32";
|
|
width = 32;
|
|
}
|
|
5065
|
|
{
|
|
title = "Bridge radius 8";
|
|
width = 8;
|
|
}
|
|
9990
|
|
{
|
|
title = "Bridge Custom";
|
|
arg1 = "Radius";
|
|
arg2 = "Thickness";
|
|
}
|
|
}
|
|
|
|
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;
|
|
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";
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
lights
|
|
{
|
|
color = 11; // Light Cyan
|
|
arrow = 0;
|
|
title = "Light sources";
|
|
width = 16;
|
|
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 = 4; // Red
|
|
arrow = 0;
|
|
title = "Decoration";
|
|
width = 16;
|
|
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";
|
|
191 = "Tub";
|
|
165
|
|
{
|
|
title = "Pot";
|
|
width = 12;
|
|
}
|
|
190 = "Metal Pot";
|
|
188
|
|
{
|
|
title = "Pitcher";
|
|
width = 12;
|
|
}
|
|
189
|
|
{
|
|
title = "Stool";
|
|
width = 6;
|
|
}
|
|
|
|
9027 = "Red Particle Fountain";
|
|
9028 = "Green Particle Fountain";
|
|
9029 = "Blue Particle Fountain";
|
|
9030 = "Yellow Particle Fountain";
|
|
9031 = "Purple Particle Fountain";
|
|
9032 = "Black Particle Fountain";
|
|
9033 = "White Particle Fountain";
|
|
}
|
|
|
|
sectors
|
|
{
|
|
color = 7;
|
|
arrow = 0;
|
|
title = "Sector Actions";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
9082 = "Silent Sector";
|
|
9998 = "Actor enters sector";
|
|
9989 = "Actor hits fake floor";
|
|
9996 = "Actor hits ceiling";
|
|
9999 = "Actor hits floor";
|
|
9997 = "Actor leaves sector";
|
|
9982 = "Eyes above fake ceiling";
|
|
9992 = "Eyes above fake floor";
|
|
9983 = "Eyes below fake ceiling";
|
|
9993 = "Eyes below fake floor";
|
|
9995 = "Player uses sector";
|
|
9994 = "Player uses wall";
|
|
}
|
|
|
|
sounds
|
|
{
|
|
color = 5; // Purple
|
|
arrow = 0;
|
|
title = "Sounds";
|
|
width = 0;
|
|
sort = 1;
|
|
|
|
1400 = "Sound Sequence 0";
|
|
1401 = "Sound Sequence 1";
|
|
1402 = "Sound Sequence 2";
|
|
1403 = "Sound Sequence 3";
|
|
1404 = "Sound Sequence 4";
|
|
1405 = "Sound Sequence 5";
|
|
1406 = "Sound Sequence 6";
|
|
1407 = "Sound Sequence 7";
|
|
1408 = "Sound Sequence 8";
|
|
1409 = "Sound Sequence 9";
|
|
1411
|
|
{
|
|
title = "Sound Sequence";
|
|
arg1 = "Sound Sequence Number";
|
|
}
|
|
14001 = "Ambient Sound 1";
|
|
14002 = "Ambient Sound 2";
|
|
14003 = "Ambient Sound 3";
|
|
14004 = "Ambient Sound 4";
|
|
14005 = "Ambient Sound 5";
|
|
14006 = "Ambient Sound 6";
|
|
14007 = "Ambient Sound 7";
|
|
14008 = "Ambient Sound 8";
|
|
14009 = "Ambient Sound 9";
|
|
14010 = "Ambient Sound 10";
|
|
14011 = "Ambient Sound 11";
|
|
14012 = "Ambient Sound 12";
|
|
14013 = "Ambient Sound 13";
|
|
14014 = "Ambient Sound 14";
|
|
14015 = "Ambient Sound 15";
|
|
14016 = "Ambient Sound 16";
|
|
14017 = "Ambient Sound 17";
|
|
14018 = "Ambient Sound 18";
|
|
14019 = "Ambient Sound 19";
|
|
14020 = "Ambient Sound 20";
|
|
14021 = "Ambient Sound 21";
|
|
14022 = "Ambient Sound 22";
|
|
14023 = "Ambient Sound 23";
|
|
14024 = "Ambient Sound 24";
|
|
14025 = "Ambient Sound 25";
|
|
14026 = "Ambient Sound 26";
|
|
14027 = "Ambient Sound 27";
|
|
14028 = "Ambient Sound 28";
|
|
14029 = "Ambient Sound 29";
|
|
14030 = "Ambient Sound 30";
|
|
14031 = "Ambient Sound 31";
|
|
14032 = "Ambient Sound 32";
|
|
14033 = "Ambient Sound 33";
|
|
14034 = "Ambient Sound 34";
|
|
14035 = "Ambient Sound 35";
|
|
14036 = "Ambient Sound 36";
|
|
14037 = "Ambient Sound 37";
|
|
14038 = "Ambient Sound 38";
|
|
14039 = "Ambient Sound 39";
|
|
14040 = "Ambient Sound 40";
|
|
14041 = "Ambient Sound 41";
|
|
14042 = "Ambient Sound 42";
|
|
14043 = "Ambient Sound 43";
|
|
14044 = "Ambient Sound 44";
|
|
14045 = "Ambient Sound 45";
|
|
14046 = "Ambient Sound 46";
|
|
14047 = "Ambient Sound 47";
|
|
14048 = "Ambient Sound 48";
|
|
14049 = "Ambient Sound 49";
|
|
14050 = "Ambient Sound 50";
|
|
14051 = "Ambient Sound 51";
|
|
14052 = "Ambient Sound 52";
|
|
14053 = "Ambient Sound 53";
|
|
14054 = "Ambient Sound 54";
|
|
14055 = "Ambient Sound 55";
|
|
14056 = "Ambient Sound 56";
|
|
14057 = "Ambient Sound 57";
|
|
14058 = "Ambient Sound 58";
|
|
14059 = "Ambient Sound 59";
|
|
14060 = "Ambient Sound 60";
|
|
14061 = "Ambient Sound 61";
|
|
14062 = "Ambient Sound 62";
|
|
14063 = "Ambient Sound 63";
|
|
14064 = "Ambient Sound 64";
|
|
14065
|
|
{
|
|
title = "Ambient Sound";
|
|
arg1 = "Ambient Sound Number";
|
|
}
|
|
}
|
|
|
|
marine
|
|
{
|
|
color = 15;
|
|
arrow = 1;
|
|
title = "Marines";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
9100 = "Scripted Marine";
|
|
9101 = "Marine Fist";
|
|
9102 = "Marine Berserk";
|
|
9103 = "Marine Chainsaw";
|
|
9104 = "Marine Pistol";
|
|
9105 = "Marine Shotgun";
|
|
9106 = "Marine SSG";
|
|
9107 = "Marine Chaingun";
|
|
9108 = "Marine Rocket Launcher";
|
|
9109 = "Marine Plasma Rifle";
|
|
9110 = "Marine Railgun";
|
|
9111 = "Marine BFG9000";
|
|
}
|
|
|
|
slopes
|
|
{
|
|
color = 8; // Grey
|
|
arrow = 0;
|
|
title = "Slopes";
|
|
width = 0;
|
|
sort = 1;
|
|
|
|
9511
|
|
{
|
|
title = "Copy ceiling plane";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
9510
|
|
{
|
|
title = "Copy floor plane";
|
|
arg1 = "Sector Tag";
|
|
mark1 = 1;
|
|
}
|
|
9503
|
|
{
|
|
title = "Set ceiling slope";
|
|
arg1 = "Z-Angle";
|
|
arrow = 1;
|
|
}
|
|
9502
|
|
{
|
|
title = "Set floor slope";
|
|
arg1 = "Z-Angle";
|
|
arrow = 1;
|
|
}
|
|
9501
|
|
{
|
|
title = "Slope ceiling to here";
|
|
arg1 = "Line ID";
|
|
}
|
|
9500
|
|
{
|
|
title = "Slope floor to here";
|
|
arg1 = "Line ID";
|
|
}
|
|
}
|
|
|
|
zdoom
|
|
{
|
|
color = 7; // Light Grey
|
|
arrow = 1;
|
|
title = "ZDoom";
|
|
width = 0;
|
|
sort = 1;
|
|
|
|
9200
|
|
{
|
|
title = "Decal";
|
|
arg1 = "Decal ID";
|
|
}
|
|
5001 = "Pusher";
|
|
5002 = "Puller";
|
|
9024
|
|
{
|
|
title = "Path Node";
|
|
arg1 = "Next Node";
|
|
arg2 = "Delay";
|
|
}
|
|
9026
|
|
{
|
|
title = "Spark";
|
|
arg1 = "Particles Amount";
|
|
}
|
|
9045 = "Deep Water";
|
|
9046 = "Secret";
|
|
9300 = "Polyobject Anchor";
|
|
9301 = "Polyobject Start Spot";
|
|
9302 = "Polyobject Start Spot (crush)";
|
|
9303 = "Polyobject Spawn(Hurts to touch)";
|
|
9001 = "Map Spot";
|
|
9013 = "Map Spot (gravity)";
|
|
9076 = "Hate target";
|
|
}
|
|
|
|
portals
|
|
{
|
|
color = 7;
|
|
arrow = 0;
|
|
title = "Portals";
|
|
width = 0;
|
|
sort = 1;
|
|
|
|
9077
|
|
{
|
|
title = "Upper Sector";
|
|
arg1 = "Flat Transparency";
|
|
}
|
|
|
|
9078
|
|
{
|
|
title = "Lower Sector";
|
|
arg1 = "Flat Transparency";
|
|
}
|
|
}
|
|
} |