UltimateZoneBuilder/Build/Configurations/Includes/Strife_linedefs.cfg
MaxED 6faa88f981 Updated, Visual mode, UDMF: "Change Texture Scale" actions now take camera and texture angles into account when used on floors/ceilings.
Changed: "+++" and "---" prefixes are now incremented on the first step instead of the second when used in any numeric inputs, which support prefixes, except action arguments.
Fixed, Visual mode, UDMF: texture offset/scale/rotation changes were applied several times when used on several 3d-floor floors/ceilings linked to the same control sector, when using "Move Texture Offsets" / "Change Texture Scale" / "Rotate Texture CW/CCW" actions.
Updated ZDoom ACC (DamageActor).
Updated ZDoom_ACS.cfg (DamageActor).
2016-09-06 12:05:47 +00:00

1477 lines
18 KiB
INI

misc
{
0
{
title = "None";
prefix = "";
}
title = "Misc";
165
{
title = "Misc That Doesn't Seem to Work";
prefix = "DR";
}
182
{
title = "Misc Break Screen";
prefix = "G1";
}
205
{
title = "Misc Area Only in Retail Version";
prefix = "DR";
}
218
{
title = "Misc Clear NonBlock Quest?";
prefix = "W1";
}
666
{
title = "Misc Push Wall (may not work right)";
prefix = "SR";
}
}
door
{
title = "Door";
1
{
title = "Door Open Wait Close (also monsters)";
prefix = "DR";
}
2
{
title = "Door Open Stay";
prefix = "W1";
}
3
{
title = "Door Close Stay";
prefix = "W1";
}
4
{
title = "Door Open Wait Close";
prefix = "W1";
}
16
{
title = "Door Close Wait Open";
prefix = "W1";
}
26
{
title = "Door Open Blue ID Badge, Wait 4, Close";
prefix = "DR";
}
27
{
title = "Door Open Pass Card, Wait 4, Close";
prefix = "DR";
}
28
{
title = "Door Open Gold ID Card, Wait 4, Close";
prefix = "DR";
}
29
{
title = "Door Open Wait Close";
prefix = "S1";
}
31
{
title = "Door Open Stay";
prefix = "D1";
}
32
{
title = "Door Open Blue ID Badge, Stay Open";
prefix = "D1";
}
33
{
title = "Door Open Gold ID Card, Stay Open";
prefix = "D1";
}
34
{
title = "Door Open Pass Card, Stay Open";
prefix = "D1";
}
40
{
title = "Door Open Split, floor down, ceiling up";
prefix = "S1";
}
42
{
title = "Door Close Stay";
prefix = "SR";
}
46
{
title = "Door Open Stay";
prefix = "GR";
}
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
99
{
title = "Door Open Blue ID Badge Fast, Stay Open";
prefix = "SR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
105
{
title = "Door Open Wait Close (fast)";
prefix = "WR";
}
106
{
title = "Door Open Stay (fast)";
prefix = "WR";
}
107
{
title = "Door Close Stay (fast)";
prefix = "WR";
}
108
{
title = "Door Open Wait Close (fast)";
prefix = "W1";
}
109
{
title = "Door Open Stay (fast)";
prefix = "W1";
}
110
{
title = "Door Close (fast)";
prefix = "W1";
}
111
{
title = "Door Open Wait Close (fast)";
prefix = "S1";
}
112
{
title = "Door Open Stay (fast)";
prefix = "S1";
}
113
{
title = "Door Close Stay (fast)";
prefix = "S1";
}
114
{
title = "Door Open Wait Close (fast)";
prefix = "SR";
}
115
{
title = "Door Open Stay (fast)";
prefix = "SR";
}
116
{
title = "Door Close Stay (fast)";
prefix = "SR";
}
117
{
title = "Door Open Wait Close (fast)";
prefix = "DR";
}
118
{
title = "Door Open Stay (fast)";
prefix = "D1";
}
133
{
title = "Door Open Blue ID Badge Fast, Stay Open";
prefix = "S1";
}
134
{
title = "Door Open Gold ID Card Fast, Stay Open";
prefix = "SR";
}
135
{
title = "Door Open Gold ID Card Fast, Stay Open";
prefix = "S1";
}
136
{
title = "Door Open Pass Card Fast, Stay Open";
prefix = "SR";
}
137
{
title = "Door Open Pass Card Fast, Stay Open";
prefix = "S1";
}
144
{
title = "Door Open Sliding (special texture)";
prefix = "DR";
}
151
{
title = "Door Open Gold Key Fast, Stay Open";
prefix = "SR";
}
152
{
title = "Door Open Brass Key Fast, Stay Open";
prefix = "SR";
}
153
{
title = "Door Open Silver Key Fast, Stay Open";
prefix = "SR";
}
156
{
title = "Door Open Brass Key, Stay Open";
prefix = "D1";
}
157
{
title = "Door Open Silver Key, Stay Open";
prefix = "D1";
}
158
{
title = "Door Open Gold Key, Stay Open";
prefix = "D1";
}
159
{
title = "Door Open Gold Key, Wait 4, Close";
prefix = "DR";
}
160
{
title = "Door Open Silver Key, Wait 4, Close";
prefix = "DR";
}
161
{
title = "Door Open Brass Key, Wait, Close";
prefix = "DR";
}
162
{
title = "Door Open Brass Key Fast, Stay Open";
prefix = "S1";
}
163
{
title = "Door Open Silver Key Fast, Stay Open";
prefix = "S1";
}
164
{
title = "Door Open Gold Key Fast, Stay Open";
prefix = "S1";
}
166
{
title = "Door Open Severed Hand, Wait 4, Close";
prefix = "DR";
}
167
{
title = "Door Open Severed Hand Fast, Stay Open";
prefix = "S1";
}
168
{
title = "Door Open Severed Hand Fast, Stay Open";
prefix = "SR";
}
169
{
title = "Door Open Front Base Key, Wait, Close";
prefix = "DR";
}
170
{
title = "Door Open Govs Key, Wait, Close";
prefix = "DR";
}
171
{
title = "Door Open Prison Key & Stay";
prefix = "S1";
}
172
{
title = "Door Open Power 1 Key, Wait, Close";
prefix = "SR";
}
173
{
title = "Door Open Power 2 Key, Wait, Close";
prefix = "SR";
}
174
{
title = "Door Open Split, floor down, ceiling up";
prefix = "W1";
}
176
{
title = "Door Open Power 3 Key, Wait, Close";
prefix = "SR";
}
188
{
title = "Door Open if Piston destroyed/DM";
prefix = "W1";
}
189
{
title = "Door Open Split Oracle Key";
prefix = "S1";
}
190
{
title = "Door Open Order Key, Wait 4, Close";
prefix = "DR";
}
191
{
title = "Door Open Military ID, Wait, Close";
prefix = "SR";
}
192
{
title = "Door Open WareHouse Key, Wait, Close";
prefix = "SR";
}
194
{
title = "Door Open Give QT1, Freed Prisoners";
prefix = "S1";
}
197
{
title = "Door Close Fast Sigil B";
prefix = "W1";
}
200
{
title = "Door Open Sigil A";
prefix = "W1";
}
207
{
title = "Door Open Sliding (special texture)";
prefix = "SR";
}
213
{
title = "Door Open Chalice, Wait 4, Close";
prefix = "DR";
}
216
{
title = "Door Open Quest, Wait 4, Close?";
prefix = "WR";
}
217
{
title = "Door Open Core Key, Wait 4, Close";
prefix = "DR";
}
221
{
title = "Door Open Mauler Key, Wait 4, Close";
prefix = "DR";
}
222
{
title = "Door Open Factory Key, Wait, Close";
prefix = "SR";
}
223
{
title = "Door Open Mine Key, Wait, Close";
prefix = "SR";
}
224
{
title = "Door Open Chapel Key, Wait, Close";
prefix = "DR";
}
225
{
title = "Door Open Catabomb Key, Wait, Close";
prefix = "DR";
}
227
{
title = "Door Close Quest";
prefix = "W1";
}
229
{
title = "Door Open Sliding SigilE (special texture)";
prefix = "SR";
}
230
{
title = "Door Open Quest? WRONG";
prefix = "W1";
}
232
{
title = "Door Open Oracle Pass, Wait 4, Close";
prefix = "DR";
}
233
{
title = "Door Open Split, Blackbird Message";
prefix = "S1";
}
234
{
title = "Door Open Quest/DM";
prefix = "SR";
}
235
{
title = "Door Open Split Sigil E";
prefix = "S1";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
119
{
title = "Floor Raise to Next Higher Floor";
prefix = "W1";
}
128
{
title = "Floor Raise to Next Higher Floor";
prefix = "WR";
}
129
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "WR";
}
130
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "W1";
}
131
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "S1";
}
132
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "SR";
}
140
{
title = "Floor Raise by 512";
prefix = "S1";
}
180
{
title = "Floor Raise 512 match adjacent text/type";
prefix = "G1";
}
181
{
title = "Floor Raise 512 match adjacent text/type";
prefix = "S1";
}
183
{
title = "Floor Raise High Lower Ceiling Low Adj Instant";
prefix = "W1";
}
193
{
title = "Floor Lower Quest/DM";
prefix = "W1";
}
212
{
title = "Floor Lower to nearest Comm Unit?";
prefix = "S1";
}
214
{
title = "Floor Lower for 30 sec, raise back up";
prefix = "SR";
}
219
{
title = "Floor Lower Red Crystal";
prefix = "S1";
}
220
{
title = "Floor Lower Blue Crystal";
prefix = "S1";
}
226
{
title = "Floor Lower to low adj, give Stat Bonus";
prefix = "S1";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
141
{
title = "Crusher Start with Slow Damage (silent)";
prefix = "W1";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
127
{
title = "Stairs Raise by 16 (fast)";
prefix = "S1";
}
146
{
title = "Stairs Lower";
prefix = "S1";
}
178
{
title = "Stairs Lower";
prefix = "W1";
}
209
{
title = "Stairs Lower Chalice";
prefix = "S1";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
120
{
title = "Lift Lower Wait Raise (fast)";
prefix = "WR";
}
121
{
title = "Lift Lower Wait Raise (fast)";
prefix = "W1";
}
122
{
title = "Lift Lower Wait Raise (fast)";
prefix = "S1";
}
123
{
title = "Lift Lower Wait Raise (fast)";
prefix = "SR";
}
154
{
title = "Lift Lower Gold Key, Wait, Raise";
prefix = "SR";
}
155
{
title = "Lift Raise, Wait, Lower";
prefix = "SR";
}
177
{
title = "Lift Lower Power 3 Key, Wait, Up";
prefix = "SR";
}
184
{
title = "Lift Raise, Wait, Lower";
prefix = "WR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level (tag = map to go to)";
prefix = "S1";
}
51
{
title = "Exit Level (secret exit)";
prefix = "S1";
}
52
{
title = "Exit Level (go to next map)";
prefix = "W1";
}
124
{
title = "Exit Level (secret exit)";
prefix = "W1";
}
145
{
title = "Exit Teleport to New Map Thing, tag=map&spot";
prefix = "WR";
}
186
{
title = "Exit Teleport to New Map Thing 1-Way, tag=map&spot";
prefix = "WR";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to Brightest";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to Darkest";
prefix = "W1";
}
79
{
title = "Light Change to Darkest";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to Brightest";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
138
{
title = "Light Change to Brightest";
prefix = "SR";
}
139
{
title = "Light Change to Darkest";
prefix = "SR";
}
}
ceiling
{
title = "Ceiling";
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
179
{
title = "Ceiling Lower to floor";
prefix = "W1";
}
199
{
title = "Ceiling Crush Quest Factory, give Stats";
prefix = "S1";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
142
{
title = "Scroll Texture Up";
prefix = "";
}
143
{
title = "Scroll Texture Down Fast";
prefix = "";
}
149
{
title = "Scroll Texture Right";
prefix = "";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
125
{
title = "Teleport (monsters only)";
prefix = "W1";
}
126
{
title = "Teleport (monsters only)";
prefix = "WR";
}
185
{
title = "Teleport Target Silent";
prefix = "WR";
}
195
{
title = "Teleport Silent, Change Zombie";
prefix = "MR";
}
231
{
title = "Teleport Target InSou";
prefix = "WR";
}
}
forcefield
{
title = "ForceField";
147
{
title = "ForceField Remove Around Tagged Sector";
prefix = "S1";
}
148
{
title = "ForceField (remove with 147)";
prefix = "";
}
187
{
title = "ForceField Clear CrystalDestroyed/DM";
prefix = "W1";
}
}
sound
{
title = "Sound";
150
{
title = "Sound Alarm Claxon";
prefix = "WR";
}
175
{
title = "Sound Alarm below 16";
prefix = "W1";
}
198
{
title = "Sound Alarm without Guard Uniform";
prefix = "WR";
}
201
{
title = "Sound Play Sound?";
prefix = "SR";
}
202
{
title = "Sound Activate Comm Unit+tag=VOC#";
prefix = "W1";
}
203
{
title = "Sound Play Music+tag=mus#";
prefix = "WR";
}
204
{
title = "Sound Play Music+tag=mus#";
prefix = "W1";
}
206
{
title = "Sound Alarm Chalice";
prefix = "W1";
}
208
{
title = "Sound Trigger Alarm Comm?";
prefix = "W1";
}
210
{
title = "Sound Activate Comm Unit+tag=????";
prefix = "W1";
}
211
{
title = "Sound Play Sound?";
prefix = "S1";
}
215
{
title = "Sound Play Quest Sound?";
prefix = "W1";
}
228
{
title = "Sound Play Entity Voice";
prefix = "W1";
}
}