mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
899 lines
13 KiB
INI
899 lines
13 KiB
INI
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linedefflags
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{
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16384 = "Block Players";
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}
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// LINEDEF ACTIVATIONS
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// Make sure these are in order from lowest value to highest value
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linedefactivations
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{
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6144 = "Player presses Use (PassThru)";
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7168 = "Projectile hits or crosses";
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}
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// Linedef flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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linedefflagstranslation
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{
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6144 = "passuse";
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16384 = "blockplayers";
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}
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linedefflags_udmf
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{
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monsteractivate = "Monster activates";
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blockeverything = "Block everything";
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blockplayers = "Block players";
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blockfloaters = "Block floating";
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translucent = "Translucent";
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jumpover = "Jump over";
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zoneboundary = "Sound zone boundary";
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clipmidtex = "Clip middle texture";
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wrapmidtex = "Wrap middle texture";
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midtex3d = "Walkable middle texture";
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blockprojectiles = "Block projectiles";
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blockuse = "Block use actions";
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}
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linedefactivations_udmf
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{
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playeruseback = "Player can use back";
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firstsideonly = "Front side only";
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checkswitchrange = "Switch height check";
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}
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thingflags
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{
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2048 = "Translucent (25%)";
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4096 = "Invisible";
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8192 = "Friendly";
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16384 = "Frozen while inactive";
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}
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thingflags_udmf
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{
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skill6 = "Skill 6";
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skill7 = "Skill 7";
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skill8 = "Skill 8";
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class1 = "Class 1";
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class2 = "Class 2";
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class3 = "Class 3";
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class4 = "Class 4";
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class5 = "Class 5";
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class6 = "Class 6";
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class7 = "Class 7";
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class8 = "Class 8";
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}
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// Thing flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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thingflagstranslation
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{
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2048 = "translucent";
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4096 = "invisible";
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8192 = "friend";
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16384 = "standing";
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}
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defaultthingflags
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{
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1;
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2;
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4;
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32;
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64;
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128;
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256;
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512;
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1024;
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}
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defaultthingflags_udmf
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{
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skill1;
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skill2;
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skill3;
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skill4;
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skill5;
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skill6;
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skill7;
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skill8;
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single;
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coop;
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dm;
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class1;
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class2;
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class3;
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class4;
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class5;
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class6;
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class7;
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class8;
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}
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// Default sector brightness levels
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sectorbrightness
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{
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255; 248; 240; 232; 224; 216; 208; 200; 192; 184; 176; 168; 160; 152; 144; 136;
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128; 120; 112; 104; 96; 88; 80; 72; 64; 56; 48; 40; 32; 24; 16; 8; 0;
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}
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/*
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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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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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/*
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ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS
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See Documents\fielddatatypes.txt for informtion on the types.
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*/
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universalfields
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{
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linedef
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{
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comment
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{
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type = 2;
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default = "";
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}
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alpha
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{
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type = 1;
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default = 1.0f;
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}
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renderstyle
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{
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type = 16;
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default = "translucent";
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enum
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{
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translucent = "Translucent";
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add = "Additive";
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}
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}
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}
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sidedef
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{
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comment
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{
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type = 2;
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default = "";
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}
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light
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{
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type = 0;
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default = 0;
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}
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lightabsolute
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{
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type = 3;
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default = false;
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}
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nofakecontrast
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{
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type = 3;
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default = false;
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}
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offsetx_top
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{
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type = 1;
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default = 0.0f;
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}
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offsety_top
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{
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type = 1;
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default = 0.0f;
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}
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offsetx_mid
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{
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type = 1;
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default = 0.0f;
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}
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offsety_mid
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{
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type = 1;
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default = 0.0f;
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}
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offsetx_bottom
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{
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type = 1;
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default = 0.0f;
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}
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offsety_bottom
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{
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type = 1;
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default = 0.0f;
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}
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smoothlighting
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{
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type = 3;
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default = false;
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}
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scalex_top
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{
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type = 1;
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default = 1.0f;
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}
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scaley_top
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{
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type = 1;
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default = 1.0f;
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}
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scalex_mid
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{
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type = 1;
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default = 1.0f;
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}
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scaley_mid
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{
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type = 1;
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default = 1.0f;
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}
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scalex_bottom
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{
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type = 1;
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default = 1.0f;
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}
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scaley_bottom
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{
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type = 1;
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default = 1.0f;
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}
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clipmidtex
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{
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type = 3;
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default = false;
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}
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wrapmidtex
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{
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type = 3;
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default = false;
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}
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nodecals
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{
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type = 3;
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default = false;
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}
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}
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thing
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{
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comment
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{
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type = 2;
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default = "";
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}
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conversation
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{
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type = 0;
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default = 0;
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}
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}
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sector
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{
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comment
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{
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type = 2;
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default = "";
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}
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xpanningfloor
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{
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type = 1;
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default = 0.0f;
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}
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ypanningfloor
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{
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type = 1;
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default = 0.0f;
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}
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xpanningceiling
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{
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type = 1;
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default = 0.0f;
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}
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ypanningceiling
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{
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type = 1;
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default = 0.0f;
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}
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xscalefloor
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{
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type = 1;
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default = 1.0f;
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}
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yscalefloor
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{
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type = 1;
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default = 1.0f;
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}
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xscaleceiling
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{
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type = 1;
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default = 1.0f;
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}
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yscaleceiling
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{
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type = 1;
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default = 1.0f;
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}
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rotationfloor
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{
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type = 17;
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default = 0.0f;
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}
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rotationceiling
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{
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type = 17;
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default = 0.0f;
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}
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lightfloor
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{
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type = 0;
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default = 0.0f;
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}
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lightceiling
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{
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type = 0;
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default = 0.0f;
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}
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lightfloorabsolute
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{
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type = 3;
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default = false;
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}
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lightceilingabsolute
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{
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type = 3;
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default = false;
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}
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gravity
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{
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type = 1;
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default = 1.0f;
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}
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lightcolor
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{
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type = 10;
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default = 16777215;
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}
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fadecolor
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{
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type = 10;
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default = 0;
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}
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desaturation
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{
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type = 1;
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default = 0.0f;
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}
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silent
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{
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type = 3;
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default = false;
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}
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nofallingdamage
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{
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type = 3;
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default = false;
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}
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dropactors
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{
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type = 3;
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default = false;
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}
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norespawn
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{
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type = 3;
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default = false;
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}
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soundsequence
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{
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type = 2;
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default = "";
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}
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hidden
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{
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type = 3;
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default = false;
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}
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}
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}
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/*
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MAP LUMP NAMES
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Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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To indicate the map header lump, use ~MAP
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Legenda:
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required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
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nodebuild = The nodebuilder generates this lump.
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allowempty = The nodebuilder is allowed to leave this lump empty.
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script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
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doommaplumpnames
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{
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REJECT
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{
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allowempty = true;
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}
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}
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hexenmaplumpnames
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{
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REJECT
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{
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allowempty = true;
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}
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BEHAVIOR
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{
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required = true;
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nodebuild = false;
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blindcopy = true;
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}
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SCRIPTS
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{
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required = false;
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nodebuild = false;
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script = "ZDoom_ACS.cfg";
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}
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}
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udmfmaplumpnames
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{
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BEHAVIOR
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{
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required = false;
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nodebuild = false;
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blindcopy = true;
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}
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DIALOGUE
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{
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required = false;
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nodebuild = false;
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script = "ZDoom_USDF.cfg";
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}
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ZNODES
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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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BLOCKMAP
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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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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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SCRIPTS
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{
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required = false;
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nodebuild = false;
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script = "ZDoom_ACS.cfg";
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}
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}
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enums
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{
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frontback
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{
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0 = "Front";
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1 = "Back";
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}
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backfront
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{
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1 = "Front";
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0 = "Back";
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}
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floorceiling
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{
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0 = "Floor";
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1 = "Ceiling";
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}
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ceilingfloor
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{
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0 = "Ceiling";
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1 = "Floor";
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}
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sector_flags
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{
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1 = "Silent";
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2 = "No Falling Damage";
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4 = "Drop with floor";
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8 = "No Respawn";
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}
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keys
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{
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0 = "None";
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1 = "Red key card";
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2 = "Blue key card";
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3 = "Yellow key card";
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4 = "Red skull key";
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5 = "Blue skull key";
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6 = "Yellow skull key";
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100 = "Any key";
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101 = "All keys";
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102 = "Impossible";
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129 = "Any red key";
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130 = "Any blue key";
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131 = "Any yellow key";
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229 = "One of each color";
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}
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spawnthing
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{
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0 = "None";
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1 = "Shotgun Guy";
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2 = "Chaingun Guy";
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3 = "Baron Of Hell";
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4 = "Zombieman";
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5 = "Imp";
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6 = "Arachnotron";
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7 = "Spider Mastermind";
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8 = "Demon";
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9 = "Spectre";
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10 = "Imp Fireball";
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11 = "Clip";
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12 = "Shells";
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19 = "Cacodemon";
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20 = "Revenant";
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21 = "Bridge";
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22 = "Armour Bonus";
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23 = "Stimpack";
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24 = "Medkit";
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25 = "Soul Sphere";
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27 = "Shotgun";
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28 = "Chaingun";
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29 = "Rocket Launcher";
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30 = "Plasma Gun";
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31 = "BFG";
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32 = "Chainsaw";
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33 = "Super Shotgun";
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51 = "Plasma Bolt";
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53 = "Tracer";
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|
68 = "Green Armour";
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|
69 = "Blue Armour";
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|
75 = "Cell";
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|
85 = "Blue Keycard";
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|
86 = "Red Keycard";
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|
87 = "Yellow Keycard";
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|
88 = "Yellow Skullkey";
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|
89 = "Red Skullkey";
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|
90 = "Blue Skullkey";
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|
98 = "Temp Large Flame";
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100 = "Stealth Baron";
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101 = "Stealth Hell Knight";
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102 = "Stealth Zombieman";
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103 = "Stealth Shotgun Guy";
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110 = "Lost Soul";
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111 = "Arch-Vile";
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112 = "Mancubus";
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113 = "Hell Knight";
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|
114 = "Cyberdemon";
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115 = "Pain Elemental";
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|
116 = "Wolf SS Soldier";
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|
117 = "Stealth Arachnotron";
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118 = "Stealth Arch-Vile";
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|
119 = "Stealth Cacodemon";
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120 = "Stealth Chaingun Guy";
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|
121 = "Stealth Demon";
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|
122 = "Stealth Imp";
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|
123 = "Stealth Mancubus";
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124 = "Stealth Revenant";
|
|
125 = "Barrel";
|
|
126 = "Cacodemon Shot";
|
|
127 = "Rocket (Projectile)";
|
|
128 = "BFG Shot";
|
|
129 = "Arachnotron Plasma Bolt";
|
|
130 = "Blood";
|
|
131 = "Bullet Puff";
|
|
132 = "Megasphere";
|
|
133 = "Invulnerability Sphere";
|
|
134 = "Berserk Pack";
|
|
135 = "Invisibility Sphere";
|
|
136 = "Radiation Suit";
|
|
137 = "Computer Map";
|
|
138 = "Light-Amp Goggles";
|
|
139 = "Box Of Ammo";
|
|
140 = "Rocket (Ammo)";
|
|
141 = "Box Of Rockets";
|
|
142 = "Larce Cell";
|
|
143 = "Box Of Shells";
|
|
144 = "Backpack";
|
|
145 = "Guts";
|
|
146 = "Blood Pool 1";
|
|
147 = "Blood Pool 2";
|
|
148 = "Blood Pool 3";
|
|
149 = "Flaming Barrel";
|
|
150 = "Brains";
|
|
151 = "Scripted Marine";
|
|
152 = "Health Bonus";
|
|
153 = "Mancubus Shot";
|
|
154 = "Baron Fireball";
|
|
}
|
|
|
|
generic_floor_target
|
|
{
|
|
0 = "Relative offset";
|
|
1 = "Highest neighbor";
|
|
2 = "Lowest neighbor";
|
|
3 = "Nearest neighbor";
|
|
4 = "Lowest neighbor";
|
|
5 = "Ceiling";
|
|
6 = "Shortest lower texture";
|
|
}
|
|
|
|
generic_ceiling_target
|
|
{
|
|
0 = "Relative offset";
|
|
1 = "Highest neighbor";
|
|
2 = "Lowest neighbor";
|
|
3 = "Nearest neighbor";
|
|
4 = "Highest neighbor";
|
|
5 = "Floor";
|
|
6 = "Shortest lower texture";
|
|
}
|
|
|
|
generic_door_types
|
|
{
|
|
0 = "Open Close";
|
|
1 = "Open Stay";
|
|
2 = "Close Open";
|
|
3 = "Close Stay";
|
|
}
|
|
|
|
generic_lift_types
|
|
{
|
|
0 = "Up Stay";
|
|
1 = "Down Up";
|
|
2 = "Down to nearest";
|
|
3 = "Down to lowest";
|
|
4 = "Perpetual raise";
|
|
}
|
|
|
|
death_types
|
|
{
|
|
0 = "Unknown";
|
|
12 = "Water";
|
|
13 = "Slime";
|
|
14 = "Lava";
|
|
15 = "Crush";
|
|
16 = "Telefrag";
|
|
17 = "Falling";
|
|
18 = "Suicide";
|
|
19 = "Barrel";
|
|
20 = "Exit";
|
|
21 = "Splash";
|
|
22 = "Hit";
|
|
}
|
|
}
|
|
|
|
|
|
// Default thing filters
|
|
// (these are not required, just usefull for new users)
|
|
thingsfilters_udmf
|
|
{
|
|
|
|
filter0
|
|
{
|
|
name = "Keys only";
|
|
category = "keys";
|
|
type = -1;
|
|
}
|
|
|
|
|
|
filter2
|
|
{
|
|
name = "Skill 1";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill1 = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
filter3
|
|
{
|
|
name = "Skill 2";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill2 = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
filter4
|
|
{
|
|
name = "Skill 3";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill3 = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
filter5
|
|
{
|
|
name = "Skill 4";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill4 = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
filter6
|
|
{
|
|
name = "Skill 5";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill5 = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
filter7
|
|
{
|
|
name = "Skill 6";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill6 = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
filter8
|
|
{
|
|
name = "Skill 7";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill7 = true;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
filter9
|
|
{
|
|
name = "Skill 8";
|
|
category = "";
|
|
type = -1;
|
|
|
|
fields
|
|
{
|
|
skill8 = true;
|
|
}
|
|
|
|
}
|
|
|
|
}
|