UltimateZoneBuilder/Build/Configurations/ZDoom_DoomHexen.cfg
codeimp 9f15de8cd5 - updated default program config
- more regarding UDMF editing
- added some ideas and todo items
2008-05-30 22:14:12 +00:00

6692 lines
88 KiB
INI

/*************************************************************\
Doom Builder Game Configuration for (Hexen format)
\*************************************************************/
// This is required to prevent accedential use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "ZDoom (Doom in Hexen format)";
// This is the simplified game engine/sourceport name
engine = "zdoom";
// The format interface handles the map data format
formatinterface = "HexenMapSetIO";
// Default lump name for new map
defaultlumpname = "MAP01";
// Special linedefs
soundlinedefflags = 64; // See linedefflags
singlesidedflags = 1; // See linedefflags
doublesidedflags = 4; // See linedefflags
impassableflags = 1;
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = true;
// Texture loading options
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// Thing number for start position in 3D Mode
start3dmode = 32000;
// Default flags for first new thing
defaulthingflags = 999;
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
*/
// Texture sources
textures
{
zdoom1
{
start = "TX_START";
end = "TX_END";
}
}
// Flat sources
flats
{
standard1
{
start = "F_START";
end = "F_END";
}
standard2
{
start = "FF_START";
end = "FF_END";
}
standard3
{
start = "FF_START";
end = "F_END";
}
standard4
{
start = "F_START";
end = "FF_END";
}
}
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect
{
EXTENDED = 2;
BEHAVIOR = 3;
E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
MAP31 = 1; MAP32 = 1; MAP33 = 1; MAP34 = 1; MAP35 = 1; MAP36 = 1; MAP37 = 1; MAP38 = 1; MAP39 = 1; MAP40 = 1;
MAP41 = 1;
}
/*
MAP LUMP NAMES
Map lumps are loaded with the map as long as they are right after each other. When the editor
meets a lump which is not defined in this list it will ignore the map if not satisfied.
The order of items defines the order in which lumps will be written to WAD file on save.
To indicate the map header lump, use ~MAP
Legenda:
required = Lump is required to exist.
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
nodebuild = The nodebuilder generates this lump.
allowempty = The nodebuilder is allowed to leave this lump empty.
script = This lump is a text-based script. Specify the filename of the script configuration to use.
*/
maplumpnames
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
THINGS
{
required = true;
nodebuild = true;
allowempty = true;
}
LINEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
SIDEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
VERTEXES
{
required = true;
nodebuild = true;
allowempty = false;
}
SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
SSECTORS
{
required = false;
nodebuild = true;
allowempty = false;
}
NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
SECTORS
{
required = true;
nodebuild = true;
allowempty = false;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = true;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = false;
}
BEHAVIOR
{
required = true;
nodebuild = false;
blindcopy = true;
}
SCRIPTS
{
required = false;
nodebuild = false;
script = "ZDoom_ACS.cfg";
}
}
/*
ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS
Only add fields here that Doom Builder does not edit with its own user-interface!
The "default" is the editor's default value. Set "specdefault" to the UDMF specification's
default when "default" differs from the UDMF specification's default!
Field data types:
0 = integer *
1 = float
2 = string
3 = bool
4 = linedeftype (integer) *
5 = sectoreffect (integer) *
6 = texture (string)
7 = flat (string)
8 = angle in degrees (integer)
9 = angle in radians (float)
10 = XXRRGGBB color (integer)
11 = enum option (integer) *
12 = enum bits (integer) *
13 = sector tag (integer) *
14 = thing tag (integer) *
15 = linedef tag (integer) *
16 = enum option (string)
*/
universalfields
{
linedefs
{
texture_scale_x
{
type = 1;
default = 1.0f;
}
texture_scale_y
{
type = 1;
default = 1.0f;
}
texture_offset_x
{
type = 1;
default = 0.0f;
}
texture_offset_y
{
type = 1;
default = 0.0f;
}
brightness
{
type = 0;
default = -1;
}
colormap
{
type = 10;
default = 0;
}
normalmap
{
type = 6;
default = "";
}
second_action
{
type = 4;
default = 0;
}
hidden
{
type = 3;
default = false;
}
}
}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
255;
240;
224;
208;
192;
176;
160;
144;
128;
112;
96;
80;
64;
48;
32;
16;
0;
}
// SECTOR TYPES
sectortypes
{
0 = "Normal";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
26 = "Stairs Special 1";
27 = "Stairs Special 2";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt";
69 = "Damage Hellslime";
71 = "Damage Nukage";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
79 = "Low Friction";
80 = "Damage Super Hellslime";
81 = "Light Fire Flicker";
82 = "Damage -2 or -5% health (no protection)";
83 = "Damage -4 or -8% health (no protection)";
84 = "Scroll east + -2 or -5% health (no protection)";
105 = "Delayed damage weak";
115 = "Instant death (doesn't work in 2.0.93 yet!)";
116 = "Delayed damage strong";
118 = "Carry player by tag";
198 = "Light Indoor 2";
199 = "Light Indoor 1";
200 = "Sky 2 (MAPINFO)";
201 = "Scroll North (slow)";
202 = "Scroll North (medium)";
203 = "Scroll North (fast)";
204 = "Scroll East (slow)";
205 = "Scroll East (medium)";
206 = "Scroll East (fast)";
207 = "Scroll South (slow)";
208 = "Scroll South (medium)";
209 = "Scroll South (fast)";
210 = "Scroll West (slow)";
211 = "Scroll West (medium)";
212 = "Scroll West (fast)";
213 = "Scroll NorthWest (slow)";
214 = "Scroll NorthWest (medium)";
215 = "Scroll NorthWest (fast)";
216 = "Scroll NorthEast (slow)";
217 = "Scroll NorthEast (medium)";
218 = "Scroll NorthEast (fast)";
219 = "Scroll SouthEast (slow)";
220 = "Scroll SouthEast (medium)";
221 = "Scroll SouthEast (fast)";
222 = "Scroll SouthWest (slow)";
223 = "Scroll SouthWest (medium)";
224 = "Scroll SouthWest (fast)";
40 = "Wind East weak";
41 = "Wind East medium";
42 = "Wind East strong";
43 = "Wind North weak";
44 = "Wind North medium";
45 = "Wind North strong";
46 = "Wind South weak";
47 = "Wind South medium";
48 = "Wind South strong";
49 = "Wind West weak";
50 = "Wind West medium";
51 = "Wind West strong";
225 = "Carry East Slow";
226 = "Carry East Med.Slow";
227 = "Carry East Medium";
228 = "Carry East Med.Fast";
229 = "Carry East Fast";
230 = "Carry North Slow";
231 = "Carry North Med.Slow";
232 = "Carry North Medium";
233 = "Carry North Med.Fast";
234 = "Carry North Fast";
235 = "Carry South Slow";
236 = "Carry South Med.Slow";
237 = "Carry South Medium";
238 = "Carry South Med.Fast";
239 = "Carry South Fast";
240 = "Carry West Slow";
241 = "Carry West Med.Slow";
242 = "Carry West Medium";
243 = "Carry West Med.Fast";
244 = "Carry West Fast";
}
// GENERALIZED SECTOR TYPES
gen_sectortypes
{
effect
{
0 = "Normal";
1 = "Light Phased";
2 = "Light Sequence Start";
3 = "Light Sequence Special 1";
4 = "Light Sequence Special 2";
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
26 = "Stairs Special 1";
27 = "Stairs Special 2";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt";
69 = "Damage Hellslime";
71 = "Damage Nukage";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
80 = "Damage Super Hellslime";
81 = "Light Fire Flicker";
82 = "Damage -2 or -5% health (no protection)";
83 = "Damage -4 or -8% health (no protection)";
84 = "Scroll east + -2 or -5% health (no protection)";
105 = "Delayed damage weak";
115 = "Instant death (doesn't work in 2.0.93 yet!)";
116 = "Delayed damage strong";
118 = "Carry player by tag";
198 = "Light Indoor 2";
199 = "Light Indoor 1";
200 = "Sky 2 (MAPINFO)";
201 = "Scroll North (slow)";
202 = "Scroll North (medium)";
203 = "Scroll North (fast)";
204 = "Scroll East (slow)";
205 = "Scroll East (medium)";
206 = "Scroll East (fast)";
207 = "Scroll South (slow)";
208 = "Scroll South (medium)";
209 = "Scroll South (fast)";
210 = "Scroll West (slow)";
211 = "Scroll West (medium)";
212 = "Scroll West (fast)";
213 = "Scroll NorthWest (slow)";
214 = "Scroll NorthWest (medium)";
215 = "Scroll NorthWest (fast)";
216 = "Scroll NorthEast (slow)";
217 = "Scroll NorthEast (medium)";
218 = "Scroll NorthEast (fast)";
219 = "Scroll SouthEast (slow)";
220 = "Scroll SouthEast (medium)";
221 = "Scroll SouthEast (fast)";
222 = "Scroll SouthWest (slow)";
223 = "Scroll SouthWest (medium)";
224 = "Scroll SouthWest (fast)";
40 = "Wind East weak";
41 = "Wind East medium";
42 = "Wind East strong";
43 = "Wind North weak";
44 = "Wind North medium";
45 = "Wind North strong";
46 = "Wind South weak";
47 = "Wind South medium";
48 = "Wind South strong";
49 = "Wind West weak";
50 = "Wind West medium";
51 = "Wind West strong";
225 = "Carry East Slow";
226 = "Carry East Med.Slow";
227 = "Carry East Medium";
228 = "Carry East Med.Fast";
229 = "Carry East Fast";
230 = "Carry North Slow";
231 = "Carry North Med.Slow";
232 = "Carry North Medium";
233 = "Carry North Med.Fast";
234 = "Carry North Fast";
235 = "Carry South Slow";
236 = "Carry South Med.Slow";
237 = "Carry South Medium";
238 = "Carry South Med.Fast";
239 = "Carry South Fast";
240 = "Carry West Slow";
241 = "Carry West Med.Slow";
242 = "Carry West Medium";
243 = "Carry West Med.Fast";
244 = "Carry West Fast";
}
damage
{
0 = "None";
256 = "Damage 5 per second";
512 = "Damage 10 per second";
768 = "Damage 20 per second";
}
secret
{
0 = "No";
1024 = "Yes";
}
friction
{
0 = "Disabled";
2048 = "Enabled";
}
pusher
{
0 = "Disabled";
4096 = "Enabled";
}
}
// LINEDEF FLAGS
linedefflags
{
1 = "Impassable";
2 = "Block Monster";
4 = "Double Sided";
8 = "Upper Unpegged";
16 = "Lower Unpegged";
32 = "Secret";
64 = "Block Sound";
128 = "Hidden";
256 = "Shown";
512 = "Repeatable Action";
8192 = "Monster Activates";
32768 = "Block Everything";
}
// LINEDEF ACTIVATIONS
// Make sure these are in order from lowest value to highest value
linedefactivations
{
0 = "Player walks over";
1024 = "Player presses Use";
2048 = "Monster walks over";
3072 = "Projectile hits";
4096 = "Player bumps";
5120 = "Projectile flies over";
6144 = "Player presses Use (PassThru)";
7168 = "Projectile hits or crosses";
}
// LINEDEF TYPES
linedeftypes
{
misc
{
0
{
title = "None";
}
}
polyobj
{
title = "Polyobj";
1
{
title = "Polyobj Start Line";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Mirror Polyobj Number";
}
arg2
{
title = "Sound Number";
}
}
2
{
title = "Polyobj Rotate Left";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Target Angle";
}
}
3
{
title = "Polyobj Rotate Right";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Target Angle";
}
}
4
{
title = "Polyobj Move";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Movement Length";
}
}
5
{
title = "Polyobj Explicit Line";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Rendering order";
}
arg2
{
title = "Mirror Polyobj Number";
}
arg3
{
title = "Sound Number";
}
}
6
{
title = "Polyobj Move (8px)";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Movement Length (8px)";
}
}
7
{
title = "Polyobj Door Swing";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Delay";
}
}
8
{
title = "Polyobj Door Slide";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Movement Length";
}
arg4
{
title = "Delay";
}
}
90
{
title = "Polyobj Rotate Left (override)";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Target Angle";
}
}
91
{
title = "Polyobj Rotate Right (override)";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Target Angle";
}
}
92
{
title = "Polyobj Move (override)";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Movement Length";
}
}
93
{
title = "Polyobj Move (8px, override)";
arg0
{
title = "Polyobj Number";
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Movement Length (8px)";
}
}
}
line
{
title = "Line";
9
{
title = "Line Horizon";
}
121
{
title = "Line Identification";
arg0
{
title = "Set Line ID";
}
}
182
{
title = "Line Mirror";
}
}
door
{
title = "Door";
10
{
title = "Door Close";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Light Tag";
type = 13;
}
}
11
{
title = "Door Open";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Light Tag";
type = 13;
}
}
12
{
title = "Door Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Close Delay";
}
arg3
{
title = "Light Tag";
type = 13;
}
}
13
{
title = "Door Locked Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Close Delay";
}
arg3
{
title = "Key Number";
type = 11;
enum = "keys";
}
arg4
{
title = "Light Tag";
type = 13;
}
}
14
{
title = "Door Animated";
arg0
{
title = "Sector tag";
type = 13;
}
arg1
{
title = "Animation Speed";
}
arg2
{
title = "Close Delay";
}
}
202
{
title = "Door Generic";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Type";
type = 11;
enum = "generic_door_types";
}
arg3
{
title = "Delay";
}
arg4
{
title = "Lock";
type = 11;
enum = "keys";
}
}
249
{
title = "Door Close Wait Open";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Delay";
}
arg3
{
title = "Light Tag";
type = 13;
}
}
}
autosave
{
title = "Autosave";
15
{
title = "Autosave";
}
}
floor
{
title = "Floor";
20
{
title = "Floor Lower";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
21
{
title = "Floor Lower to Lowest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
22
{
title = "Floor Lower to Nearest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
23
{
title = "Floor Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
24
{
title = "Floor Raise to Highest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
25
{
title = "Floor Raise to Nearest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
28
{
title = "Floor Crusher Start";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Crush Damage";
}
}
35
{
title = "Floor Raise (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount (8px)";
}
}
36
{
title = "Floor Lower (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount (8px)";
}
}
46
{
title = "Floor Crusher Stop";
arg0
{
title = "Sector Tag";
type = 13;
}
}
66
{
title = "Floor Lower Instantly (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg2
{
title = "Target Height (8px)";
}
}
67
{
title = "Floor Raise Instantly (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg2
{
title = "Target Height (8px)";
}
}
68
{
title = "Floor Move (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Target Height (8px)";
}
arg3
{
title = "Negative Height";
type = 11;
enum = "noyes";
}
}
95
{
title = "Floor and Ceiling Lower";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
96
{
title = "Floor and Ceiling Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
138
{
title = "Floor Waggle";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Amplitude";
}
arg2
{
title = "Frequency";
}
arg3
{
title = "Phase Offset";
}
arg4
{
title = "Duration";
}
}
200
{
title = "Floor Generic Change";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
arg3
{
title = "Target";
type = 11;
enum = "generic_floor_target";
}
arg4
{
title = "Options";
type = 12;
enum
{
1 = "Remove effect";
2 = "Change texture";
3 = "Change special";
4 = "Numeric model";
8 = "Raise";
16 = "Crusher";
}
}
}
235
{
title = "Floor Transfer Trigger";
arg0
{
title = "Sector Tag";
type = 13;
}
}
236
{
title = "Floor Transfer Numeric";
arg0
{
title = "Sector Tag";
type = 13;
}
}
238
{
title = "Floor Raise to Lowest Ceiling";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
239
{
title = "Floor Raise by TxTy";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
240
{
title = "Floor Raise by Texture";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
241
{
title = "Floor Lower to Lowest TxTy";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
242
{
title = "Floor Lower to Highest";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Adjust Target Height";
}
}
250
{
title = "Floor Donut";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Pillar Movement Speed";
}
arg2
{
title = "Stairs Movement Speed";
}
}
251
{
title = "Floor and Ceiling Lower and Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Floor Movement Speed";
}
arg2
{
title = "Ceiling Movement Speed";
}
}
}
stairs
{
title = "Stairs";
26
{
title = "Stairs Build Down";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Step Amount";
}
arg3
{
title = "Build Step Delay";
}
arg4
{
title = "Reset Delay";
}
}
27
{
title = "Stairs Build Up";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Step Amount";
}
arg3
{
title = "Build Step Delay";
}
arg4
{
title = "Reset Delay";
}
}
31
{
title = "Stairs Build Down (sync)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Step Amount";
}
arg3
{
title = "Reset Delay";
}
}
32
{
title = "Stairs Build Up (sync)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Step Amount";
}
arg3
{
title = "Reset Delay";
}
}
204
{
title = "Stairs Generic Build";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Step Amount";
}
arg3
{
title = "Options";
type = 12;
enum
{
1 = "Upwards";
2 = "Ignore textures";
}
}
arg4
{
title = "Reset Delay";
}
}
217
{
title = "Stairs Build Doom";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Step Amount";
}
arg3
{
title = "Build Step Delay";
}
arg4
{
title = "Reset Delay";
}
}
}
pillar
{
title = "Pillar";
29
{
title = "Pillar Build";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
30
{
title = "Pillar Open";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Floor Movement Amount";
}
arg3
{
title = "Ceiling Movement Amount";
}
}
94
{
title = "Pillar Build and Crush";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
}
forcefield
{
title = "Forcefield";
33
{
title = "Forcefield Set";
}
34
{
title = "Forcefield Remove";
arg0
{
title = "Sector Tag";
type = 13;
}
}
}
ceiling
{
title = "Ceiling";
38
{
title = "Ceiling Waggle";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Amplitude";
}
arg2
{
title = "Frequency";
}
arg3
{
title = "Phase Offset";
}
arg4
{
title = "Duration";
}
}
40
{
title = "Ceiling Lower";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
41
{
title = "Ceiling Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
42
{
title = "Ceiling Crusher Start";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Crush Damage";
}
}
43
{
title = "Ceiling Crush Once";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Crush Damage";
}
}
44
{
title = "Ceiling Crusher Stop";
arg0
{
title = "Sector Tag";
type = 13;
}
}
45
{
title = "Ceiling Crush Once and Open";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Crush Damage";
}
}
69
{
title = "Ceiling Move (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount (8px)";
}
arg3
{
title = "Negative Height";
type = 11;
enum = "noyes";
}
}
192
{
title = "Ceiling Lower to Highest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
193
{
title = "Ceiling Lower Instantly";
arg0
{
title = "Sector Tag";
type = 13;
}
arg2
{
title = "Movement Amount (8px)";
}
}
194
{
title = "Ceiling Raise Instantly";
arg0
{
title = "Sector Tag";
type = 13;
}
arg2
{
title = "Movement Amount (8px)";
}
}
195
{
title = "Ceiling Crush Once and Open A";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Crush Movement Speed";
}
arg2
{
title = "Raise Movement Speed";
}
arg3
{
title = "Crush Damage";
}
}
196
{
title = "Ceiling Crush Start A";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Crush Movement Speed";
}
arg2
{
title = "Raise Movement Speed";
}
arg3
{
title = "Crush Damage";
}
}
197
{
title = "Ceiling Crush Start A (silent)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Crush Movement Speed";
}
arg2
{
title = "Raise Movement Speed";
}
arg3
{
title = "Crush Damage";
}
}
198
{
title = "Ceiling Raise (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount (8px)";
}
}
199
{
title = "Ceiling Lower (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount (8px)";
}
}
201
{
title = "Ceiling Generic Change";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
arg3
{
title = "Target";
type = 11;
enum = "generic_ceiling_target";
}
arg4
{
title = "Options";
type = 12;
enum
{
1 = "Remove effect";
2 = "Change texture";
3 = "Change effect";
4 = "Numeric model";
8 = "Raise";
16 = "Crusher";
}
}
}
205
{
title = "Ceiling Generic Crush";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Crush Movement Speed";
}
arg2
{
title = "Raise Movement Amount";
}
arg3
{
title = "Silent";
}
arg4
{
title = "Crush Damage";
}
}
252
{
title = "Ceiling Raise to Nearest Ceiling";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
253
{
title = "Ceiling Lower to Lowest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
254
{
title = "Ceiling Lower to Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
255
{
title = "Ceiling Crush Once and Open A (silent)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Crush Movement Speed";
}
arg2
{
title = "Raise Movement Speed";
}
arg3
{
title = "Crush Damage";
}
}
}
breakable
{
title = "Breakable";
49
{
title = "Breakable Glass";
}
}
transfer
{
title = "Transfer";
50
{
title = "Transfer Brightness Level";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Options";
type = 11;
enum
{
0 = "From Control Ceiling Down to Type 0";
1 = "From Target Ceiling Down to Control Floor";
2 = "From Control Ceiling Down to Any";
}
}
}
209
{
title = "Transfer Heights";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Options";
type = 12;
enum
{
1 = "Use fake ceiling/floor";
2 = "Draw fake floor only";
4 = "Inside sector only";
8 = "Swimmable below fake";
16 = "Do not draw";
32 = "Keep lighting";
}
}
}
210
{
title = "Transfer Floor Brightness";
arg0
{
title = "Sector Tag";
type = 13;
}
}
211
{
title = "Transfer Ceiling Brightness";
arg0
{
title = "Sector Tag";
type = 13;
}
}
}
platform
{
title = "Platform";
60
{
title = "Platform Perpetual Move";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
}
61
{
title = "Platform Stop";
arg0
{
title = "Sector Tag";
type = 13;
}
}
62
{
title = "Platform Lower Wait Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
}
63
{
title = "Platform Lower (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
arg3
{
title = "Movement Amount (8px)";
}
}
64
{
title = "Platform Raise Wait Lower";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
}
65
{
title = "Platform Raise (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
arg3
{
title = "Movement Amount (8px)";
}
}
172
{
title = "Platform Raise to Nearest Wait Lower";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
}
203
{
title = "Platform Generic Change";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
arg3
{
title = "Type";
type = 11;
enum = "generic_lift_types";
}
arg4
{
title = "Movement Amount";
}
}
206
{
title = "Platform Lower Wait Raise (lip)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
arg3
{
title = "Lip Amount";
}
arg4
{
title = "Movement sound type";
}
}
207
{
title = "Platform Perpetual Move (lip)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Reverse Delay";
}
arg3
{
title = "Lip Amount";
}
}
228
{
title = "Platform Raise Tx0";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
230
{
title = "Platform Raise by Value Tx (8px)";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
arg2
{
title = "Movement Amount";
}
}
231
{
title = "Platform Toggle Ceiling";
arg0
{
title = "Sector Tag";
type = 13;
}
}
}
teleport
{
title = "Teleport";
39
{
title = "Teleport to Pain State (silent)";
arg0
{
title = "Target MapSpot Tag";
type = 14;
}
arg1
{
title = "Target Sector Tag";
type = 13;
}
}
70
{
title = "Teleport";
arg0
{
title = "Target MapSpot Tag";
type = 14;
}
arg1
{
title = "Target Sector Tag";
type = 13;
}
arg2
{
title = "Fog";
type = 11;
enum = "yesno";
}
}
71
{
title = "Teleport (silent)";
arg0
{
title = "Target MapSpot Tag";
type = 14;
}
arg1
{
title = "Keep orientation";
type = 11;
enum = "yesno";
}
arg2
{
title = "Target Sector Tag";
type = 13;
}
}
74
{
title = "Teleport To Map";
arg0
{
title = "Map Number";
}
arg1
{
title = "Position";
}
arg2
{
title = "Keep orientation";
type = 11;
enum = "noyes";
}
}
76
{
title = "Teleport Other";
arg0
{
title = "Thing ID";
type = 14;
}
arg1
{
title = "Target Thing ID";
type = 14;
}
arg2
{
title = "Fog";
type = 11;
enum = "yesno";
}
}
77
{
title = "Teleport Group";
arg0
{
title = "Group Thing ID";
type = 14;
}
arg1
{
title = "Source Thing ID";
type = 14;
}
arg2
{
title = "Target Thing ID";
type = 14;
}
arg3
{
title = "Move source";
type = 11;
enum = "yesno";
}
arg4
{
title = "Fog";
type = 11;
enum = "yesno";
}
}
78
{
title = "Teleport in sector";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Source Thing ID";
type = 14;
}
arg2
{
title = "Target Thing ID";
type = 14;
}
arg3
{
title = "Fog";
type = 11;
enum = "noyes";
}
arg4
{
title = "Group Thing ID";
type = 14;
}
}
215
{
title = "Teleport To Line";
arg0
{
title = "Source Line Tag";
type = 15;
}
arg1
{
title = "Target Line Tag";
type = 15;
}
arg2
{
title = "Reverse Angle";
type = 11;
enum = "noyes";
}
}
}
thing
{
title = "Thing";
72
{
title = "Thing Thrust";
arg0
{
title = "Thrust Angle";
}
arg1
{
title = "Thrust Distance";
}
}
73
{
title = "Thing Damage";
arg0
{
title = "Damage Amount";
}
}
119
{
title = "Thing Damage";
arg0
{
title = "Thing ID";
type = 14;
}
arg1
{
title = "Damage";
}
arg2
{
title = "Death";
type = 11;
enum = "death_types";
}
}
125
{
title = "Thing Move";
arg0
{
title = "Thing ID";
type = 14;
}
arg1
{
title = "Target Thing ID";
type = 14;
}
}
127
{
title = "Thing Set Special";
arg0
{
title = "Thing ID";
type = 14;
}
arg1
{
title = "Special";
type = 4;
}
arg2
{
title = "Special arg 1";
}
arg3
{
title = "Special arg 2";
}
arg4
{
title = "Special arg 3";
}
}
128
{
title = "Thing Thrust Z";
arg0
{
title = "Thing ID";
type = 14;
}
arg1
{
title = "Force";
}
arg2
{
title = "Down Up";
type = 11;
enum = "updown";
}
arg3
{
title = "Add Set";
type = 11;
enum = "addset";
}
}
130
{
title = "Thing Activate";
arg0
{
title = "Thing Tag";
type = 14;
}
}
131
{
title = "Thing Deactivate";
arg0
{
title = "Thing Tag";
type = 14;
}
}
132
{
title = "Thing Remove";
arg0
{
title = "Thing Tag";
type = 14;
}
}
133
{
title = "Thing Destroy";
arg0
{
title = "Thing Tag";
type = 14;
}
}
134
{
title = "Thing Projectile";
arg0
{
title = "MapSpot Tag";
type = 14;
}
arg1
{
title = "Spawn Thing";
type = 11;
enum = "spawnthing";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Horizontal Speed";
}
arg4
{
title = "Vertical Speed";
}
}
135
{
title = "Thing Spawn";
arg0
{
title = "MapSpot Tag";
type = 14;
}
arg1
{
title = "Spawn Thing";
type = 11;
enum = "spawnthing";
}
arg2
{
title = "Thing Angle";
}
}
136
{
title = "Thing Projectile with Gravity";
arg0
{
title = "MapSpot Tag";
type = 14;
}
arg1
{
title = "Spawn Thing";
type = 11;
enum = "spawnthing";
}
arg2
{
title = "Movement Angle";
}
arg3
{
title = "Horizontal Speed";
}
arg4
{
title = "Vertical Speed";
}
}
137
{
title = "Thing Spawn (silent)";
arg0
{
title = "MapSpot Tag";
type = 14;
}
arg1
{
title = "Spawn Thing";
type = 11;
enum = "spawnthing";
}
arg2
{
title = "Thing Angle";
}
}
139
{
title = "Thing Spawn Facing";
arg0
{
title = "Mapspot ID";
type = 14;
}
arg1
{
title = "Spawn Thing";
type = 11;
enum = "spawnthing";
}
arg2
{
title = "Fog";
type = 11;
enum = "yesno";
}
arg3
{
title = "New Thing ID";
}
}
175
{
title = "Thing Projectile Intercept";
arg0
{
title = "Mapspot ID";
type = 14;
}
arg1
{
title = "Spawn Thing";
type = 11;
enum = "spawnthing";
}
arg2
{
title = "Speed";
}
arg3
{
title = "Thing ID target";
type = 14;
}
arg4
{
title = "New Thing ID";
}
}
176
{
title = "Thing ID Change";
arg0
{
title = "Old Thing ID";
type = 14;
}
arg1
{
title = "New Thing ID";
}
}
177
{
title = "Thing Hate";
arg0
{
title = "Hater ID";
type = 14;
}
arg1
{
title = "Hatee ID";
type = 14;
}
arg2
{
title = "Hate";
type = 11;
enum
{
0 = "Target only";
1 = "Target and Player";
2 = "Forced Target and Player";
3 = "Hunt Target and Player";
4 = "Forced Hunt Target and Player";
5 = "Target, Ignore Player";
6 = "Forced Target, Ignore Player";
}
}
}
178
{
title = "Thing Aimed Projectile";
arg0
{
title = "Mapspot ID";
type = 14;
}
arg1
{
title = "Spawn Thing";
type = 11;
enum = "spawnthing";
}
arg2
{
title = "Speed";
}
arg3
{
title = "Target Thing ID";
type = 14;
}
arg4
{
title = "New Thing ID";
}
}
180
{
title = "Thing Set Translation";
arg0
{
title = "Thing ID";
}
arg1
{
title = "Translation index";
}
}
229
{
title = "Thing Goal";
arg0
{
title = "Monster Thing Tag";
type = 14;
}
arg1
{
title = "Target Thing Tag";
type = 14;
}
arg2
{
title = "Delay";
}
}
248
{
title = "Thing Heal";
arg0
{
title = "Health Amount";
}
}
}
end
{
title = "End";
75
{
title = "End Game";
}
243
{
title = "End Normal";
arg0
{
title = "Position";
}
}
244
{
title = "End Secret";
arg0
{
title = "Position";
}
}
}
script
{
title = "Script";
80
{
title = "Script Execute";
arg0
{
title = "Script Number";
}
arg1
{
title = "Map Number";
}
arg2
{
title = "Script Argument 1";
}
arg3
{
title = "Script Argument 2";
}
arg4
{
title = "Script Argument 3";
}
}
81
{
title = "Script Suspend";
arg0
{
title = "Script Number";
}
arg1
{
title = "Map Number";
}
}
82
{
title = "Script Terminate";
arg0
{
title = "Script Number";
}
arg1
{
title = "Map Number";
}
}
83
{
title = "Script Locked Execute";
arg0
{
title = "Script Number";
}
arg1
{
title = "Map Number";
}
arg2
{
title = "Script Argument 1";
}
arg3
{
title = "Script Argument 2";
}
arg4
{
title = "Key Number";
type = 11;
enum = "keys";
}
}
84
{
title = "Script Execute with Result";
arg0
{
title = "Script Number";
}
arg1
{
title = "Script Argument 1";
}
arg2
{
title = "Script Argument 2";
}
arg3
{
title = "Script Argument 3";
}
}
226
{
title = "Script Execute Always";
arg0
{
title = "Script Number";
}
arg1
{
title = "Map Number";
}
arg2
{
title = "Script Argument 1";
}
arg3
{
title = "Script Argument 2";
}
arg4
{
title = "Script Argument 3";
}
}
}
scroll
{
title = "Scroll";
100
{
title = "Scroll Texture Left";
arg0
{
title = "Scroll Speed";
}
}
101
{
title = "Scroll Texture Right";
arg0
{
title = "Scroll Speed";
}
}
102
{
title = "Scroll Texture Up";
arg0
{
title = "Scroll Speed";
}
}
103
{
title = "Scroll Texture Down";
arg0
{
title = "Scroll Speed";
}
}
221
{
title = "Scroll Texture Both";
arg0
{
title = "Line Tag";
type = 15;
}
arg1
{
title = "Left Speed";
}
arg2
{
title = "Right Speed";
}
arg3
{
title = "Down Speed";
}
arg4
{
title = "Up Speed";
}
}
222
{
title = "Scroll Texture Model";
arg0
{
title = "Line Tag";
type = 15;
}
arg1
{
title = "Options";
type = 12;
enum
{
1 = "Displacement";
2 = "Accelerative";
}
}
}
223
{
title = "Scroll Floor";
arg0
{
title = "Line Tag";
type = 15;
}
arg1
{
title = "Options";
type = 12;
enum
{
1 = "Displacement";
2 = "Accelerative";
4 = "Scroll by linedef dx/dy";
}
}
arg2
{
title = "Scroll";
type = 11;
enum
{
1 = "Texture only";
2 = "Things only";
4 = "Both";
}
}
arg3
{
title = "Horizontal Speed";
}
arg4
{
title = "Vertical Speed";
}
}
224
{
title = "Scroll Ceiling";
arg0
{
title = "Line Tag";
type = 15;
}
arg1
{
title = "Options";
type = 12;
enum
{
1 = "Displacement";
2 = "Accelerative";
4 = "Scroll by linedef dx/dy";
}
}
arg2
{
title = "Scroll";
type = 11;
enum
{
1 = "Texture only";
2 = "Things only";
4 = "Both";
}
}
arg3
{
title = "Horizontal Speed";
}
arg4
{
title = "Vertical Speed";
}
}
225
{
title = "Scroll Texture by Offsets";
}
}
light
{
title = "Light";
110
{
title = "Light Raise";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Lighting Amount";
}
}
111
{
title = "Light Lower";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Lighting Amount";
}
}
112
{
title = "Light Change";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Brightness Level";
}
}
113
{
title = "Light Fade";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Brightness Level";
}
arg2
{
title = "Fade Duration";
}
}
114
{
title = "Light Flow";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Brightest Level";
}
arg2
{
title = "Darkest Level";
}
arg3
{
title = "Fade Duration";
}
}
115
{
title = "Light Flicker";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Brightest Level";
}
arg2
{
title = "Darkest Level";
}
}
116
{
title = "Light Strobe";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Brightest Level";
}
arg2
{
title = "Darkest Level";
}
arg3
{
title = "Brightest Duration";
}
arg4
{
title = "Darkest Duration";
}
}
117
{
title = "Light Stop";
arg0
{
title = "Sector Tag";
type = 13;
}
}
232
{
title = "Light Strobe Doom";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Brightest Duration";
}
arg2
{
title = "Darkest Duration";
}
}
233
{
title = "Light Change to Darkest";
arg0
{
title = "Sector Tag";
type = 13;
}
}
234
{
title = "Light Change to Brightest";
arg0
{
title = "Sector Tag";
type = 13;
}
}
}
earthquake
{
title = "Earthquake";
120
{
title = "Earthquake";
arg0
{
title = "Intensity";
}
arg1
{
title = "Duration";
}
arg2
{
title = "Damage Radius";
}
arg3
{
title = "Tremor Radius";
}
arg4
{
title = "Thing Tag";
type = 14;
}
}
}
use
{
title = "Use";
129
{
title = "Use Puzzle Item";
arg0
{
title = "Item Number";
}
arg1
{
title = "Script Number";
}
arg2
{
title = "Script Argument 1";
}
arg3
{
title = "Script Argument 2";
}
arg4
{
title = "Script Argument 3";
}
}
}
sector
{
title = "Sector";
140
{
title = "Sector Change Sound";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Sound Number";
}
}
183
{
title = "Sector Floor Alignment to Line";
arg0
{
title = "Line Tag";
type = 15;
}
arg1
{
title = "Line Side";
type = 11;
enum = "frontback";
}
}
184
{
title = "Sector Ceiling Alignment to Line";
arg0
{
title = "Line Tag";
type = 15;
}
arg1
{
title = "Line Side";
type = 11;
enum = "frontback";
}
}
185
{
title = "Sector Rotate Alignment";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Floor Angle";
}
arg2
{
title = "Ceiling Angle";
}
}
186
{
title = "Sector Ceiling Panning";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Horizontal Integral";
}
arg2
{
title = "Horizontal Fractional";
}
arg3
{
title = "Vertical Integral";
}
arg4
{
title = "Vertical Fractional";
}
}
187
{
title = "Sector Floor Panning";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Horizontal Integral";
}
arg2
{
title = "Horizontal Fractional";
}
arg3
{
title = "Vertical Integral";
}
arg4
{
title = "Vertical Fractional";
}
}
188
{
title = "Sector Ceiling Scale";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Horizontal Integral";
}
arg2
{
title = "Horizontal Fractional";
}
arg3
{
title = "Vertical Integral";
}
arg4
{
title = "Vertical Fractional";
}
}
189
{
title = "Sector Floor Scale";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Horizontal Integral";
}
arg2
{
title = "Horizontal Fractional";
}
arg3
{
title = "Vertical Integral";
}
arg4
{
title = "Vertical Fractional";
}
}
212
{
title = "Sector Color";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Red";
}
arg2
{
title = "Green";
}
arg3
{
title = "Blue";
}
}
213
{
title = "Sector Fade";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Red";
}
arg2
{
title = "Green";
}
arg3
{
title = "Blue";
}
}
214
{
title = "Sector Damage";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Damage Amount";
}
arg2
{
title = "Death";
type = 11;
enum = "death_types";
}
}
216
{
title = "Sector Gravity";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Gravity Integral";
}
arg2
{
title = "Gravity Fractional";
}
}
218
{
title = "Sector Wind";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Wind Strength";
}
arg2
{
title = "Wind Angle";
}
arg3
{
title = "Line Vector";
}
}
219
{
title = "Sector Friction";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Friction Amount";
}
}
220
{
title = "Sector Current";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Current Strength";
}
arg2
{
title = "Current Angle";
}
arg3
{
title = "Line Vector";
}
}
}
alert
{
title = "Alert";
173
{
title = "Alert monsters";
arg0
{
title = "Target ID";
type = 14;
}
arg1
{
title = "Emitter ID";
type = 14;
}
}
}
communicator
{
title = "Communicator";
174
{
title = "Communicator message";
arg0
{
title = "Message ID";
}
arg1
{
title = "Front side only";
type = 11;
enum = "noyes";
}
arg2
{
title = "Message identification";
type = 11;
enum = "noyes";
}
arg3
{
title = "Add to Log";
type = 11;
enum = "yesno";
}
}
}
change
{
title = "Change";
179
{
title = "Change Skill";
arg0
{
title = "New Skill Level";
}
}
}
plane
{
title = "Plane";
181
{
title = "Plane Align (slope)";
arg0
{
title = "Align Floor";
type = 11;
enum
{
0 = "None";
1 = "Front";
2 = "Back";
}
}
arg1
{
title = "Align Ceiling";
type = 11;
enum
{
0 = "None";
1 = "Front";
2 = "Back";
}
}
}
}
static
{
title = "Static";
190
{
title = "Static Init";
arg0
{
title = "Sector Tag";
}
arg1
{
title = "Property";
}
arg2
{
title = "Flip Sky";
}
}
}
player
{
title = "Player";
191
{
title = "Player Property";
arg0
{
title = "Everyone";
}
arg1
{
title = "Toggle";
}
arg2
{
title = "Property";
}
}
}
translucent
{
title = "Translucent";
208
{
title = "Translucent Line";
arg0
{
title = "Line Tag";
type = 15;
}
arg1
{
title = "Transparency Amount";
}
}
}
point
{
title = "Point";
227
{
title = "Point Pusher and Puller Force";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Thing Tag";
type = 14;
}
arg2
{
title = "Strength";
}
arg3
{
title = "Line Vector";
}
}
}
camera
{
title = "Camera";
237
{
title = "Camera Change";
arg0
{
title = "Thing Tag";
type = 14;
}
arg1
{
title = "Everyone";
type = 11;
enum = "noyes";
}
arg2
{
title = "Movement Resets";
type = 11;
enum = "noyes";
}
}
}
elevator
{
title = "Elevator";
245
{
title = "Elevator Raise to Nearest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
246
{
title = "Elevator Raise to Activated Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
247
{
title = "Elevator Lower to Nearest Floor";
arg0
{
title = "Sector Tag";
type = 13;
}
arg1
{
title = "Movement Speed";
}
}
}
}
// 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
// Color numbers are the basic colors
// Arrow indicates if the things will have an arrow to indicate direction
// Sort: 0 = List as in configuration, 1 = List alphabetically
// Blocking: 0 = No, 1 = Completely, 2 = True-Height
// Error:
// 0 = Dont check for errors
// 1 = Must be inside map (default)
// 2 = Must be inside map and may not collide
thingtypes
{
editor
{
color = 15; // White
arrow = 1;
title = "Editor Things";
width = 16;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
error = 0;
32000 = "3D Mode start";
}
cameras
{
color = 7; // Light Grey
arrow = 1;
title = "Cameras and Interpolation";
width = 16;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
error = 1;
9025
{
title = "Camera";
arg1
{
title = "Pitch";
}
arg2
{
title = "Pan";
}
arg3
{
title = "Time";
}
}
9073
{
title = "Aiming Camera";
arg1
{
title = "Pitch";
}
arg2
{
title = "Max Angle";
}
arg3
{
title = "Max Pitch";
}
arg4
{
title = "Thing";
type = 14;
}
}
9080 = "Skybox Viewpoint";
9081
{
title = "Skybox Picker";
arg1
{
title = "Thing";
type = 14;
}
}
9074
{
title = "Actor Mover";
arg1
{
title = "Point";
}
arg2
{
title = "High Point";
}
arg3
{
title = "Options";
type = 12;
enum
{
1 = "Linear path";
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face movement direction";
128 = "Nonsolid";
}
}
arg4
{
title = "Thing";
type = 14;
}
}
9070
{
title = "Interpolation point";
arg1
{
title = "Pitch";
}
arg2
{
title = "Travel Time";
}
arg3
{
title = "Hold Time";
}
arg4
{
title = "Next";
}
arg5
{
title = "High Next";
}
}
9075 = "Interpolation Special";
9072
{
title = "Moving Camera";
arg1
{
title = "Point";
}
arg2
{
title = "High Point";
}
arg3
{
title = "Options";
type = 12;
enum
{
1 = "Linear path";
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face movement direction";
128 = "Everyone";
}
}
arg4
{
title = "Thing";
type = 14;
}
}
9071
{
title = "Path Follower";
arg1
{
title = "Point";
}
arg2
{
title = "High Point";
}
arg3
{
title = "Options";
type = 12;
enum
{
1 = "Linear path";
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face movement direction";
}
}
}
9047 = "Patrol Special";
}
bridges
{
color = 8; // Grey
arrow = 0;
title = "Bridges";
width = 16;
sort = 1;
height = 1;
hangs = 0;
blocking = 0;
error = 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 = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 2;
error = 2;
1
{
title = "Player 1 start";
sprite = "PLAYA2A8";
}
2
{
title = "Player 2 start";
sprite = "PLAYA2A8";
}
3
{
title = "Player 3 start";
sprite = "PLAYA2A8";
}
4
{
title = "Player 4 start";
sprite = "PLAYA2A8";
}
4001
{
title = "Player 5 start";
sprite = "PLAYA2A8";
}
4002
{
title = "Player 6 start";
sprite = "PLAYA2A8";
}
4003
{
title = "Player 7 start";
sprite = "PLAYA2A8";
}
4004
{
title = "Player 8 start";
sprite = "PLAYA2A8";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYF1";
}
}
teleports
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 0;
error = 1;
14
{
title = "Teleport Destination";
sprite = "TFOGB0";
}
9044
{
title = "Teleport with Z Height";
sprite = "TFOGB0";
}
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 20;
sort = 1;
height = 56;
hangs = 0;
blocking = 2;
error = 2;
3004
{
title = "Former Human";
sprite = "POSSA2A8";
}
9
{
title = "Former Sergeant";
sprite = "SPOSA2A8";
}
3001
{
title = "Imp";
sprite = "TROOA2A8";
}
65
{
title = "Chaingunner";
sprite = "CPOSA2";
}
3002
{
title = "Demon";
width = 30;
sprite = "SARGA2A8";
}
58
{
title = "Spectre";
width = 30;
sprite = "SARGA2A8";
}
3006
{
title = "Lost Soul";
width = 16;
sprite = "SKULA8A2";
}
3005
{
title = "Cacodemon";
width = 31;
sprite = "HEADA2A8";
}
69
{
title = "Hell Knight";
width = 24;
sprite = "BOS2A2C8";
height = 64;
}
3003
{
title = "Baron of Hell";
width = 24;
sprite = "BOSSA2A8";
height = 64;
}
68
{
title = "Arachnotron";
width = 64;
sprite = "BSPIA2A8";
height = 64;
}
71
{
title = "Pain Elemental";
width = 31;
sprite = "PAINA2A8";
}
66
{
title = "Revenant";
sprite = "SKELA2D8";
}
67
{
title = "Mancubus";
width = 48;
sprite = "FATTC2C8";
height = 64;
}
64
{
title = "Archvile";
sprite = "VILEA2D8";
}
16
{
title = "Cyberdemon";
width = 40;
sprite = "CYBRA2";
height = 110;
}
7
{
title = "Spider Mastermind";
width = 128;
sprite = "SPIDA2A8";
height = 100;
}
84
{
title = "Wolfenstein SS";
sprite = "SSWVA2";
}
72
{
title = "Commander Keen";
width = 16;
sprite = "KEENA0";
height = 72;
hangs = 1;
}
88
{
title = "Icon of Sin";
width = 16;
sprite = "BBRNA0";
height = 16;
}
89
{
title = "Monsters Spawner";
sprite = "BOSFB0";
height = 32;
}
87
{
title = "Monsters Target";
height = 32;
}
9050
{
title = "Arachnotron (stealth)";
width = 64;
sprite = "BSPIA2A8";
height = 64;
}
9051
{
title = "Archvile (stealth)";
width = 20;
sprite = "VILEA2D8";
}
9052
{
title = "Baron of Hell (stealth)";
width = 24;
sprite = "BOSSA2A8";
height = 64;
}
9053
{
title = "Cacodemon (stealth)";
width = 31;
sprite = "HEADA2A8";
}
9054
{
title = "Chaingunner (stealth)";
sprite = "CPOSA2";
}
9055
{
title = "Demon (stealth)";
width = 30;
sprite = "SARGA2A8";
}
9056
{
title = "Hell Knight (stealth)";
width = 24;
sprite = "BOS2A2C8";
height = 64;
}
9057
{
title = "Imp (stealth)";
sprite = "TROOA2A8";
}
9058
{
title = "Mancubus (stealth)";
width = 48;
sprite = "FATTC2C8";
height = 64;
}
9059
{
title = "Revenant (stealth)";
sprite = "SKELA2D8";
}
9060
{
title = "Former Sergeant (stealth)";
sprite = "SPOSA2A8";
}
9061
{
title = "Former Human (stealth)";
sprite = "POSSA2A8";
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
sort = 1;
height = 25;
hangs = 0;
blocking = 0;
2005
{
title = "Chainsaw";
sprite = "CSAWA0";
}
2001
{
title = "Shotgun";
sprite = "SHOTA0";
}
82
{
title = "Super Shotgun";
sprite = "SGN2A0";
}
2002
{
title = "Chaingun";
sprite = "MGUNA0";
}
2003
{
title = "Rocket launcher";
sprite = "LAUNA0";
}
2004
{
title = "Plasma gun";
sprite = "PLASA0";
}
2006
{
title = "BFG9000";
sprite = "BFUGA0";
height = 30;
}
}
ammunition
{
color = 6; // Brown
arrow = 0;
title = "Ammunition";
width = 16;
sort = 1;
height = 20;
blocking = 0;
hangs = 0;
2007
{
title = "Ammo clip";
sprite = "CLIPA0";
}
2008
{
title = "Shotgun shells";
sprite = "SHELA0";
}
2010
{
title = "Rocket";
sprite = "ROCKA0";
height = 25;
}
2047
{
title = "Cell charge";
sprite = "CELLA0";
}
2048
{
title = "Box of Ammo";
sprite = "AMMOA0";
}
2049
{
title = "Box of Shells";
sprite = "SBOXA0";
}
2046
{
title = "Box of Rockets";
sprite = "BROKA0";
width = 30;
height = 25;
}
17
{
title = "Cell charge pack";
sprite = "CELPA0";
height = 25;
}
8
{
title = "Backpack";
sprite = "BPAKA0";
}
}
health
{
color = 1; // Blue
arrow = 0;
title = "Health and Armor";
width = 16;
sort = 1;
height = 20;
hangs = 0;
blocking = 0;
2011
{
title = "Stimpack";
sprite = "STIMA0";
}
2012
{
title = "Medikit";
sprite = "MEDIA0";
height = 25;
}
2014
{
title = "Health bonus";
sprite = "BON1A0";
}
2015
{
title = "Armor bonus";
sprite = "BON2A0";
}
2018
{
title = "Green armor";
sprite = "ARM1A0";
}
2019
{
title = "Blue armor";
sprite = "ARM2A0";
}
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Powerups";
width = 20;
sort = 1;
height = 40;
hangs = 0;
blocking = 0;
83
{
title = "Megasphere";
sprite = "MEGAA0";
height = 40;
}
2013
{
title = "Soulsphere";
sprite = "SOULA0";
height = 45;
}
2022
{
title = "Invulnerability";
sprite = "PINVA0";
height = 30;
}
2023
{
title = "Berserk";
sprite = "PSTRA0";
}
2024
{
title = "Invisibility";
sprite = "PINSA0";
height = 45;
}
2025
{
title = "Radiation suit";
sprite = "SUITA0";
height = 60;
}
2026
{
title = "Computer map";
sprite = "PMAPA0";
height = 35;
}
2045
{
title = "Lite Amplification goggles";
sprite = "PVISA0";
}
}
keys
{
color = 13; // Light Magenta
arrow = 0;
title = "Keys";
width = 16;
sort = 1;
height = 20;
hangs = 0;
blocking = 0;
5
{
title = "Blue keycard";
sprite = "BKEYA0";
}
40
{
title = "Blue skullkey";
sprite = "BSKUB0";
}
13
{
title = "Red keycard";
sprite = "RKEYA0";
}
38
{
title = "Red skullkey";
sprite = "RSKUB0";
}
6
{
title = "Yellow keycard";
sprite = "YKEYA0";
}
39
{
title = "Yellow skullkey";
sprite = "YSKUB0";
}
}
obstacles
{
color = 3; // Cyan
arrow = 0;
title = "Obstacles";
width = 20;
sort = 1;
height = 20;
hangs = 0;
blocking = 2;
2035
{
title = "Barrel";
width = 10;
sprite = "BAR1A0";
height = 32;
}
70
{
title = "Burning barrel";
width = 10;
sprite = "FCANA0";
height = 32;
}
48
{
title = "Tall techno pillar";
sprite = "ELECA0";
}
30
{
title = "Tall green pillar";
sprite = "COL1A0";
}
32
{
title = "Tall red pillar";
sprite = "COL3A0";
}
31
{
title = "Short green pillar";
sprite = "COL2A0";
}
36
{
title = "Short green pillar (beating heart)";
sprite = "COL5A0";
}
33
{
title = "Short red pillar";
sprite = "COL4A0";
}
37
{
title = "Short red pillar (skull)";
sprite = "COL6A0";
}
47
{
title = "Stalagmite";
sprite = "SMITA0";
}
43
{
title = "Gray tree";
sprite = "TRE1A0";
}
54
{
title = "Large brown tree";
width = 32;
sprite = "TRE2A0";
}
41
{
title = "Evil Eye";
sprite = "CEYEA0";
}
42
{
title = "Floating skull rock";
sprite = "FSKUA0";
}
}
lights
{
color = 11; // Light Cyan
arrow = 0;
title = "Light sources";
width = 16;
sort = 1;
height = 16;
hangs = 0;
blocking = 2;
85
{
title = "Tall techno floor lamp";
sprite = "TLMPA0";
}
86
{
title = "Short techno floor lamp";
sprite = "TLP2A0";
}
2028
{
title = "Floor lamp";
sprite = "COLUA0";
}
34
{
title = "Candle";
sprite = "CANDA0";
blocking = 0;
}
35
{
title = "Candelabra";
sprite = "CBRAA0";
}
44
{
title = "Tall blue firestick";
sprite = "TBLUA0";
}
45
{
title = "Tall green firestick";
sprite = "TGRNA0";
}
46
{
title = "Tall red firestick";
sprite = "TREDA0";
}
55
{
title = "Short blue firestick";
sprite = "SMBTA0";
}
56
{
title = "Short green firestick";
sprite = "SMGTA0";
}
57
{
title = "Short red firestick";
sprite = "SMRTA0";
}
}
decoration
{
color = 4; // Red
arrow = 0;
title = "Decoration";
width = 16;
sort = 1;
height = 16;
hangs = 0;
blocking = 0;
79
{
title = "Pool of blood";
sprite = "POB2A0";
}
80
{
title = "Pool of blood";
sprite = "POL5A0";
}
81
{
title = "Pool of brains";
sprite = "BRS1A0";
}
49
{
title = "Hanging victim, twitching (blocking)";
sprite = "GOR1A0";
height = 68;
hangs = 1;
blocking = 2;
}
63
{
title = "Hanging victim, twitching";
sprite = "GOR1A0";
height = 68;
hangs = 1;
}
50
{
title = "Hanging victim, arms out (blocking)";
sprite = "GOR2A0";
height = 84;
hangs = 1;
blocking = 2;
}
59
{
title = "Hanging victim, arms out";
sprite = "GOR2A0";
height = 84;
hangs = 1;
}
52
{
title = "Hanging pair of legs (blocking)";
sprite = "GOR4A0";
height = 68;
hangs = 1;
blocking = 2;
}
60
{
title = "Hanging pair of legs";
sprite = "GOR4A0";
height = 68;
hangs = 1;
}
51
{
title = "Hanging victim, 1-legged (blocking)";
sprite = "GOR3A0";
height = 84;
hangs = 1;
blocking = 2;
}
61
{
title = "Hanging victim, 1-legged";
sprite = "GOR3A0";
height = 52;
hangs = 1;
}
53
{
title = "Hanging leg (blocking)";
sprite = "GOR5A0";
height = 52;
hangs = 1;
blocking = 2;
}
62
{
title = "Hanging leg";
sprite = "GOR5A0";
height = 52;
hangs = 1;
}
25
{
title = "Impaled human";
sprite = "POL1A0";
blocking = 2;
}
26
{
title = "Twitching impaled human";
sprite = "POL6A0";
blocking = 2;
}
27
{
title = "Skull on a pole";
sprite = "POL4A0";
blocking = 2;
}
28
{
title = "5 skulls shish kebob";
sprite = "POL2A0";
blocking = 2;
}
29
{
title = "Pile of skulls and candles";
sprite = "POL3A0";
blocking = 2;
}
10
{
title = "Bloody mess 1";
sprite = "PLAYW0";
}
12
{
title = "Bloody mess 2";
sprite = "PLAYW0";
}
24
{
title = "Pool of blood and flesh";
sprite = "POL5A0";
}
15
{
title = "Dead player";
sprite = "PLAYN0";
}
18
{
title = "Dead former human";
sprite = "POSSL0";
width = 20;
}
19
{
title = "Dead former sergeant";
sprite = "SPOSL0";
width = 20;
}
20
{
title = "Dead imp";
sprite = "TROOM0";
width = 20;
}
21
{
title = "Dead demon";
sprite = "SARGN0";
width = 30;
}
22
{
title = "Dead cacodemon";
sprite = "HEADL0";
width = 31;
}
23
{
title = "Dead lost soul";
}
73
{
title = "Hanging victim, guts removed";
sprite = "HDB1A0";
height = 88;
hangs = 1;
blocking = 2;
}
74
{
title = "Hanging victim, guts and brain removed";
sprite = "HDB2A0";
height = 88;
hangs = 1;
blocking = 2;
}
75
{
title = "Hanging torso, looking down";
sprite = "HDB3A0";
height = 64;
hangs = 1;
blocking = 2;
}
76
{
title = "Hanging torso, open skull";
sprite = "HDB4A0";
height = 64;
hangs = 1;
blocking = 2;
}
77
{
title = "Hanging torso, looking down";
sprite = "HDB5A0";
height = 64;
hangs = 1;
blocking = 2;
}
78
{
title = "Hanging torso, brain removed";
sprite = "HDB6A0";
height = 64;
hangs = 1;
blocking = 2;
}
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 = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
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;
height = 0;
hangs = 0;
blocking = 0;
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
{
title = "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
{
title = "Ambient Sound Number";
}
}
}
marine
{
color = 15;
arrow = 1;
title = "Marines";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 0;
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;
height = 0;
hangs = 0;
blocking = 0;
9511
{
title = "Copy ceiling plane";
arg1
{
title = "Sector Tag";
type = 13;
}
}
9510
{
title = "Copy floor plane";
arg1
{
title = "Sector Tag";
type = 13;
}
}
9503
{
title = "Set ceiling slope";
arrow = 1;
arg1
{
title = "Z-Angle";
}
}
9502
{
title = "Set floor slope";
arrow = 1;
arg1
{
title = "Z-Angle";
}
}
9501
{
title = "Slope ceiling to here";
arg1
{
title = "Line";
type = 15;
}
}
9500
{
title = "Slope floor to here";
arg1
{
title = "Line";
type = 15;
}
}
}
zdoom
{
color = 7; // Light Grey
arrow = 1;
title = "ZDoom";
width = 0;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
9200
{
title = "Decal";
arg1
{
title = "Decal ID";
}
}
5001 = "Pusher";
5002 = "Puller";
9024
{
title = "Path Node";
arg1
{
title = "Next Node";
type = 14;
}
arg2
{
title = "Delay";
}
}
9026
{
title = "Spark";
arg1
{
title = "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;
height = 0;
hangs = 0;
blocking = 0;
9077
{
title = "Upper Sector";
arg1
{
title = "Flat Transparency";
}
}
9078
{
title = "Lower Sector";
arg1
{
title = "Flat Transparency";
}
}
}
}
// ENUMERATIONS
// These are enumerated lists for linedef types and UDMF fields.
enums
{
yesno
{
1 = "Yes";
0 = "No";
}
noyes
{
0 = "Yes";
1 = "No";
}
onoff
{
0 = "On";
1 = "Off";
}
offon
{
1 = "On";
0 = "Off";
}
updown
{
0 = "Up";
1 = "Down";
}
addset
{
0 = "Add";
1 = "Set";
}
frontback
{
0 = "Front";
1 = "Back";
}
backfront
{
1 = "Front";
0 = "Back";
}
keys
{
0 = "None";
1 = "Red key card";
2 = "Blue key card";
3 = "Yellow key card";
4 = "Red skull key";
5 = "Blue skull key";
6 = "Yellow skull key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
129 = "Any red key";
130 = "Any blue key";
131 = "Any yellow key";
229 = "One of each color";
}
spawnthing
{
0 = "None";
1 = "Shotgun Guy";
2 = "Chaingun Guy";
3 = "Baron Of Hell";
4 = "Zombieman";
5 = "Imp";
6 = "Arachnotron";
7 = "Spider Mastermind";
8 = "Demon";
9 = "Spectre";
10 = "Imp Fireball";
11 = "Clip";
12 = "Shells";
19 = "Cacodemon";
20 = "Revenant";
21 = "Bridge";
22 = "Armour Bonus";
23 = "Stimpack";
24 = "Medkit";
25 = "Soul Sphere";
27 = "Shotgun";
28 = "Chaingun";
29 = "Rocket Launcher";
30 = "Plasma Gun";
31 = "BFG";
32 = "Chainsaw";
33 = "Super Shotgun";
51 = "Plasma Bolt";
53 = "Tracer";
68 = "Green Armour";
69 = "Blue Armour";
75 = "Cell";
85 = "Blue Keycard";
86 = "Red Keycard";
87 = "Yellow Keycard";
88 = "Yellow Skullkey";
89 = "Red Skullkey";
90 = "Blue Skullkey";
98 = "Temp Large Flame";
100 = "Stealth Baron";
101 = "Stealth Hell Knight";
102 = "Stealth Zombieman";
103 = "Stealth Shotgun Guy";
110 = "Lost Soul";
111 = "Arch-Vile";
112 = "Mancubus";
113 = "Hell Knight";
114 = "Cyberdemon";
115 = "Pain Elemental";
116 = "Wolf SS Soldier";
117 = "Stealth Arachnotron";
118 = "Stealth Arch-Vile";
119 = "Stealth Cacodemon";
120 = "Stealth Chaingun Guy";
121 = "Stealth Demon";
122 = "Stealth Imp";
123 = "Stealth Mancubus";
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";
}
}