mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1393 lines
30 KiB
INI
1393 lines
30 KiB
INI
/*******************************************************\
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Doom Builder Game Configuration for Strife
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\*******************************************************/
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// This is required to prevent accedential use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "Strife";
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// The format interface handles the map data format
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formatinterface = "DoomMapSetIO";
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// Special linedefs
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soundlinedefflags = 64; // See linedefflags
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singlesidedflags = 1; // See linedefflags
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doublesidedflags = 4; // See linedefflags
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// No generalized types
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generalizedlinedefs = false;
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generalizedsectors = false;
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// Engine specific features
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mixtexturesflats = false;
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defaulttexturescale = 1.0f;
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defaultflatscale = 1.0f;
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// Thing number for start position in 3D Mode
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start3dmode = 32000;
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// Load textures/flats by default from this file
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texturesfile = "";
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// Default lump name for new map
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defaultlumpname = "";
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// Default flags for first new thing
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defaulthingflags = 7; //1 + 2 + 4
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/*
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TEXTURES AND FLAT SOURCES
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This tells Doom Builder where to find the information for textures
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and flats in the IWAD file, Addition WAD file and Map WAD file.
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Start and end lumps must be given in a structure (of which the
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key name doesnt matter) and any textures or flats in between them
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are loaded in either the textures category or flats category.
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For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
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*/
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// Texture sources
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textures
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{
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}
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// Flat sources
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flats
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{
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standard1
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{
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start = "F_START";
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end = "F_END";
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}
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standard2
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{
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start = "FF_START";
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end = "FF_END";
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}
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standard3
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{
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start = "FF_START";
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end = "F_END";
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}
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standard4
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{
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start = "F_START";
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end = "FF_END";
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}
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}
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/*
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TEXTURES AND FLATS FILTERING
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This allows you to filter textures and flats so that you only see the
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textures/flats listed that you prefer to use.
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The key name doesnt matter here, only the values. You can use
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the following wildcards in values to specify ranges:
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? = Any character
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* = Zero or more characters
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# = Any numeric digit
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[abc...] = Any of these characters that are between brackets
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[!abc..] = Not any of these characters that are between brackets
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*/
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// List these textures...
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texturesfilter
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{
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all_textures = "*";
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}
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// But do not list these textures...
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notexturesfilter
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{
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none = "";
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}
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// List these flats...
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flatsfilter
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{
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all_flats = "*";
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}
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// But do not list these flats...
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noflatsfilter
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{
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none = "";
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}
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/*
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GAME DETECT PATTERN
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Used to guess the game for which a WAD file is made.
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1 = One of these lumps must exist
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2 = None of these lumps must exist
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3 = All of these lumps must exist
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*/
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gamedetect
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{
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EXTENDED = 2;
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BEHAVIOR = 2;
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E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
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E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
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E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
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E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
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MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
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MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
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MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
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MAP31 = 1; MAP32 = 1; MAP33 = 1; MAP34 = 1; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
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MAP41 = 2;
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}
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/*
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MAP LUMP NAMES
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Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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To indicate the map header lump, use ~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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maplumpnames
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{
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~MAP
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{
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required = true;
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blindcopy = true;
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nodebuild = false;
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}
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THINGS
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = 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 = false;
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}
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}
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// DEFAULT SECTOR BRIGHTNESS LEVELS
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sectorbrightness
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{
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255;
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240;
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224;
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208;
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192;
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176;
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160;
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144;
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128;
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112;
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96;
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80;
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64;
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48;
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32;
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16;
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0;
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}
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// SECTOR TYPES
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sectortypes
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{
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0 = "Normal";
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1 = "Light Blinks off (randomly)";
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2 = "Light Blinks on (0.5 sec)";
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3 = "Light Blinks on (1 sec)";
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4 = "Damage -10 or 20% health and Light Blinks on (0.5 sec)";
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5 = "Damage -5 or 10% health";
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7 = "Damage -2 or 5% health";
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8 = "Light Glows (1+ sec)";
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9 = "Secret";
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10 = "Door Close Stay (after 30 sec)";
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11 = "Damage -10 or 20% health and End level";
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12 = "Light Blinks on (0.5 sec sync)";
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13 = "Light Blinks off (1 sec sync)";
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14 = "Door Open Stay (after 300 sec)";
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15 = "Instant Death";
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16 = "Damage -10 or 20% health";
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17 = "Light Flickers on/off (randomly)";
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18 = "Current Force, tag=dir&magnitude";
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}
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// LINEDEF FLAGS
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linedefflags
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{
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1 = "Impassible";
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2 = "Block Monster";
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4 = "Double Sided";
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8 = "Upper Unpegged";
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16 = "Lower Unpegged";
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32 = "Secret";
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64 = "Block Sound";
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128 = "Hidden";
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256 = "Shown";
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512 = "Unknown (512)";
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1024 = "Unknown (1024)";
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2048 = "Unknown (2048)";
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4096 = "Translucent";
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}
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// LINEDEF ACTIVATIONS
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linedefactivations
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{
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}
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// LINEDEF TYPES
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// [type] [category] [description]
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// i know this should be done the same way as the things types,
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// but hey, are you willing to reformat the linedef types for each config?
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linedeftypes
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{
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0 = " None";
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1 = "DR Door Open Wait Close (also monsters)";
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2 = "W1 Door Open Stay";
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3 = "W1 Door Close Stay";
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4 = "W1 Door Open Wait Close";
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5 = "W1 Floor Raise to Lowest Ceiling";
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6 = "W1 Crusher Start with Fast Damage";
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7 = "S1 Stairs Raise by 8";
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8 = "W1 Stairs Raise by 8";
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9 = "S1 Floor Raise Donut (changes texture)";
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10 = "W1 Lift Lower Wait Raise";
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11 = "S1 Exit Level (tag = map to go to)";
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12 = "W1 Light Change to Brightest Adjacent";
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13 = "W1 Light Change to Brightest";
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14 = "S1 Floor Raise by 32 (changes texture)";
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15 = "S1 Floor Raise by 24 (changes texture)";
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16 = "W1 Door Close Wait Open";
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17 = "W1 Light Start Blinking";
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18 = "S1 Floor Raise to Next Higher Floor";
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19 = "W1 Floor Lower to Highest Floor";
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20 = "S1 Floor Raise to Next Higher Floor (changes texture)";
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21 = "S1 Lift Lower Wait Raise";
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22 = "W1 Floor Raise to Next Higher Floor (changes texture)";
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23 = "S1 Floor Lower to Lowest Floor";
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24 = "G1 Floor Raise to Lowest Ceiling";
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25 = "W1 Crusher Start with Slow Damage";
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29 = "S1 Door Open Wait Close";
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30 = "W1 Floor Raise by Shortest Lower Texture";
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31 = "D1 Door Open Stay";
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35 = "W1 Light Change to Darkest";
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36 = "W1 Floor Lower to 8 above Highest Floor";
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37 = "W1 Floor Lower to Lowest Floor (changes texture)";
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38 = "W1 Floor Lower to Lowest Floor";
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39 = "W1 Teleport";
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41 = "S1 Ceiling Lower to Floor";
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42 = "SR Door Close Stay";
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43 = "SR Ceiling Lower to Floor";
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44 = "W1 Ceiling Lower to 8 above Floor";
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45 = "SR Floor Lower to Highest Floor";
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46 = "GR Door Open Stay";
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47 = "G1 Floor Raise to Next Higher Floor (changes texture)";
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48 = " Scroll Texture Left";
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49 = "S1 Ceiling Lower to 8 above Floor";
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50 = "S1 Door Close Stay";
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51 = "S1 Exit Level (secret exit)";
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52 = "W1 Exit Level (go to next map)";
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53 = "W1 Floor Start Moving Up and Down";
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54 = "W1 Floor Stop Moving";
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55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)";
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56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)";
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57 = "W1 Crusher Stop";
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58 = "W1 Floor Raise by 24";
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59 = "W1 Floor Raise by 24 (changes texture)";
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60 = "SR Floor Lower to Lowest Floor";
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61 = "SR Door Open Stay";
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62 = "SR Lift Lower Wait Raise";
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63 = "SR Door Open Wait Close";
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64 = "SR Floor Raise to Lowest Ceiling";
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65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)";
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66 = "SR Floor Raise by 24 (changes texture)";
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67 = "SR Floor Raise by 32 (changes texture)";
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68 = "SR Floor Raise to Next Higher Floor (changes texture)";
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69 = "SR Floor Raise to Next Higher Floor";
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70 = "SR Floor Lower to 8 above Highest Floor";
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71 = "S1 Floor Lower to 8 above Highest Floor";
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72 = "WR Ceiling Lower to 8 above Floor";
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73 = "WR Crusher Start with Slow Damage";
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74 = "WR Crusher Stop";
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75 = "WR Door Close Stay";
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76 = "WR Door Close Stay Open";
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77 = "WR Crusher Start with Fast Damage";
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79 = "WR Light Change to Darkest";
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80 = "WR Light Change to Brightest Adjacent";
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81 = "WR Light Change to Brightest";
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82 = "WR Floor Lower to Lowest Floor";
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83 = "WR Floor Lower to Highest Floor";
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84 = "WR Floor Lower to Lowest Floor (changes texture)";
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86 = "WR Door Open Stay";
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87 = "WR Floor Start Moving Up and Down";
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88 = "WR Lift Lower Wait Raise";
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89 = "WR Floor Stop Moving";
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90 = "WR Door Open Wait Close";
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91 = "WR Floor Raise to Lowest Ceiling";
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92 = "WR Floor Raise by 24";
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93 = "WR Floor Raise by 24 (changes texture)";
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94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)";
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95 = "WR Floor Raise to Next Higher Floor (changes texture)";
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96 = "WR Floor Raise by Shortest Lower Texture";
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97 = "WR Teleport";
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98 = "WR Floor Lower to 8 above Highest Floor";
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101 = "S1 Floor Raise to Lowest Ceiling";
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102 = "S1 Floor Lower to Highest Floor";
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103 = "S1 Door Open Stay";
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104 = "W1 Light Change to Darkest Adjacent";
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105 = "WR Door Open Wait Close (fast)";
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106 = "WR Door Open Stay (fast)";
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107 = "WR Door Close Stay (fast)";
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108 = "W1 Door Open Wait Close (fast)";
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109 = "W1 Door Open Stay (fast)";
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110 = "W1 Door Close (fast)";
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111 = "S1 Door Open Wait Close (fast)";
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112 = "S1 Door Open Stay (fast)";
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113 = "S1 Door Close Stay (fast)";
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114 = "SR Door Open Wait Close (fast)";
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115 = "SR Door Open Stay (fast)";
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116 = "SR Door Close Stay (fast)";
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117 = "DR Door Open Wait Close (fast)";
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118 = "D1 Door Open Stay (fast)";
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119 = "W1 Floor Raise to Next Higher Floor";
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120 = "WR Lift Lower Wait Raise (fast)";
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121 = "W1 Lift Lower Wait Raise (fast)";
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122 = "S1 Lift Lower Wait Raise (fast)";
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123 = "SR Lift Lower Wait Raise (fast)";
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124 = "W1 Exit Level (secret exit)";
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125 = "W1 Teleport (monsters only)";
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126 = "WR Teleport (monsters only)";
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127 = "S1 Stairs Raise by 16 (fast)";
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128 = "WR Floor Raise to Next Higher Floor";
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129 = "WR Floor Raise to Next Higher Floor (fast)";
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130 = "W1 Floor Raise to Next Higher Floor (fast)";
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131 = "S1 Floor Raise to Next Higher Floor (fast)";
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132 = "SR Floor Raise to Next Higher Floor (fast)";
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138 = "SR Light Change to Brightest";
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139 = "SR Light Change to Darkest";
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140 = "S1 Floor Raise by 512";
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141 = "W1 Crusher Start with Slow Damage (silent)";
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40 = "S1 Door Open Split, floor down, ceiling up";
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26 = "DR Door Open Blue ID Badge, Wait 4, Close";
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32 = "D1 Door Open Blue ID Badge, Stay Open";
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28 = "DR Door Open Gold ID Card, Wait 4, Close";
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33 = "D1 Door Open Gold ID Card, Stay Open";
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27 = "DR Door Open Pass Card, Wait 4, Close";
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34 = "D1 Door Open Pass Card, Stay Open";
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99 = "SR Door Open Blue ID Badge Fast, Stay Open";
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133 = "S1 Door Open Blue ID Badge Fast, Stay Open";
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134 = "SR Door Open Gold ID Card Fast, Stay Open";
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135 = "S1 Door Open Gold ID Card Fast, Stay Open";
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136 = "SR Door Open Pass Card Fast, Stay Open";
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137 = "S1 Door Open Pass Card Fast, Stay Open";
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156 = "D1 Door Open Brass Key, Stay Open";
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152 = "SR Door Open Brass Key Fast, Stay Open";
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162 = "S1 Door Open Brass Key Fast, Stay Open";
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161 = "DR Door Open Brass Key, Wait, Close";
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160 = "DR Door Open Silver Key, Wait 4, Close";
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157 = "D1 Door Open Silver Key, Stay Open";
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153 = "SR Door Open Silver Key Fast, Stay Open";
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163 = "S1 Door Open Silver Key Fast, Stay Open";
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159 = "DR Door Open Gold Key, Wait 4, Close";
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158 = "D1 Door Open Gold Key, Stay Open";
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151 = "SR Door Open Gold Key Fast, Stay Open";
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164 = "S1 Door Open Gold Key Fast, Stay Open";
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169 = "DR Door Open Front Base Key, Wait, Close";
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170 = "DR Door Open Govs Key, Wait, Close";
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191 = "SR Door Open Military ID, Wait, Close";
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223 = "SR Door Open Mine Key, Wait, Close";
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225 = "DR Door Open Catabomb Key, Wait, Close";
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224 = "DR Door Open Chapel Key, Wait, Close";
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217 = "DR Door Open Core Key, Wait 4, Close";
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166 = "DR Door Open Severed Hand, Wait 4, Close";
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221 = "DR Door Open Mauler Key, Wait 4, Close";
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190 = "DR Door Open Order Key, Wait 4, Close";
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232 = "DR Door Open Oracle Pass, Wait 4, Close";
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167 = "S1 Door Open Severed Hand Fast, Stay Open";
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168 = "SR Door Open Severed Hand Fast, Stay Open";
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144 = "DR Door Open Sliding (special texture)";
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207 = "SR Door Open Sliding (special texture)";
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213 = "DR Door Open Chalice, Wait 4, Close";
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234 = "SR Door Open Quest/DM";
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216 = "WR Door Open Quest, Wait 4, Close?";
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230 = "W1 Door Open Quest? WRONG";
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188 = "W1 Door Open if Piston destroyed/DM";
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200 = "W1 Door Open Sigil A";
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172 = "SR Door Open Power 1 Key, Wait, Close";
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173 = "SR Door Open Power 2 Key, Wait, Close";
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176 = "SR Door Open Power 3 Key, Wait, Close";
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194 = "S1 Door Open Give QT1, Freed Prisoners";
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171 = "S1 Door Open Prison Key & Stay";
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222 = "SR Door Open Factory Key, Wait, Close";
|
|
192 = "SR Door Open WareHouse Key, Wait, Close";
|
|
229 = "SR Door Open Sliding SigilE (special texture)";
|
|
197 = "W1 Door Close Fast Sigil B";
|
|
227 = "W1 Door Close Quest";
|
|
174 = "W1 Door Open Split, floor down, ceiling up";
|
|
189 = "S1 Door Open Split Oracle Key";
|
|
233 = "S1 Door Open Split, Blackbird Message";
|
|
235 = "S1 Door Open Split Sigil E";
|
|
199 = "S1 Ceiling Crush Quest Factory, give Stats";
|
|
179 = "W1 Ceiling Lower to floor";
|
|
180 = "G1 Floor Raise 512 match adjacent text/type";
|
|
181 = "S1 Floor Raise 512 match adjacent text/type";
|
|
183 = "W1 Floor Raise High Lower Ceiling Low Adj Instant";
|
|
193 = "W1 Floor Lower Quest/DM";
|
|
219 = "S1 Floor Lower Red Crystal";
|
|
220 = "S1 Floor Lower Blue Crystal";
|
|
226 = "S1 Floor Lower to low adj, give Stat Bonus";
|
|
212 = "S1 Floor Lower to nearest Comm Unit?";
|
|
214 = "SR Floor Lower for 30 sec, raise back up";
|
|
146 = "S1 Stairs Lower";
|
|
209 = "S1 Stairs Lower Chalice";
|
|
178 = "W1 Stairs Lower";
|
|
184 = "WR Lift Raise, Wait, Lower";
|
|
154 = "SR Lift Lower Gold Key, Wait, Raise";
|
|
155 = "SR Lift Raise, Wait, Lower";
|
|
177 = "SR Lift Lower Power 3 Key, Wait, Up";
|
|
182 = "G1 Misc Break Screen";
|
|
185 = "WR Teleport Target Silent";
|
|
231 = "WR Teleport Target InSou";
|
|
195 = "MR Teleport Silent, Change Zombie";
|
|
150 = "WR Sound Alarm Claxon ";
|
|
198 = "WR Sound Alarm without Guard Uniform";
|
|
175 = "W1 Sound Alarm below 16";
|
|
//196 = "** This linedef type do anything?";
|
|
206 = "W1 Sound Alarm Chalice";
|
|
218 = "W1 Misc Clear NonBlock Quest?";
|
|
201 = "SR Sound Play Sound?";
|
|
211 = "S1 Sound Play Sound?";
|
|
202 = "W1 Sound Activate Comm Unit+tag=VOC#";
|
|
210 = "W1 Sound Activate Comm Unit+tag=????";
|
|
215 = "W1 Sound Play Quest Sound?";
|
|
203 = "WR Sound Play Music+tag=mus#";
|
|
204 = "W1 Sound Play Music+tag=mus#";
|
|
228 = "W1 Sound Play Entity Voice";
|
|
666 = "SR Misc Push Wall (may not work right)";
|
|
142 = " Scroll Texture Up";
|
|
143 = " Scroll Texture Down Fast";
|
|
149 = " Scroll Texture Right";
|
|
148 = " ForceField (remove with 147)";
|
|
145 = "WR Exit Teleport to New Map Thing, tag=map&spot";
|
|
186 = "WR Exit Teleport to New Map Thing 1-Way, tag=map&spot";
|
|
147 = "SR ForceField Remove Around Tagged Sector";
|
|
208 = "W1 Sound Trigger Alarm Comm?";
|
|
187 = "W1 ForceField Clear CrystalDestroyed/DM";
|
|
165 = "DR Misc That Doesn't Seem to Work";
|
|
205 = "DR Misc Area Only in Retail Version";
|
|
}
|
|
|
|
// THING FLAGS
|
|
thingflags
|
|
{
|
|
1 = "Easy";
|
|
2 = "Medium";
|
|
4 = "Hard";
|
|
8 = "Standing";
|
|
16 = "Multiplayer";
|
|
32 = "Unknown (32)";
|
|
64 = "Ally";
|
|
128 = "Unknown (128)";
|
|
256 = "Translucent";
|
|
512 = "Modify visibility";
|
|
}
|
|
|
|
// THING FLAGS ERROR MASK
|
|
// Mask for the thing flags which indicates the options
|
|
// that make the same thing appear in the same modes
|
|
thingflagsmask1 = 7; // 1 + 2 + 4
|
|
thingflagsmask2 = 0;
|
|
|
|
|
|
// THING TYPES
|
|
thingtypes
|
|
{
|
|
editor
|
|
{
|
|
color = 15; // White
|
|
arrow = 1;
|
|
title = "Editor Things";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
32000 = "3D Mode start";
|
|
}
|
|
|
|
players
|
|
{
|
|
color = 10; // Light Green
|
|
arrow = 1;
|
|
title = "Player Starts";
|
|
width = 18;
|
|
sort = 1;
|
|
|
|
1 = "Player 1 Tan start";
|
|
2 = "Player 2 Red start";
|
|
3 = "Player 3 Rust start";
|
|
4 = "Player 4 Gray start";
|
|
5 = "Player 5 DGreen start";
|
|
6 = "Player 6 Gold start";
|
|
7 = "Player 7 BGreen start";
|
|
8 = "Player 8 Blue start";
|
|
11 = "Player Deathmatch start";
|
|
}
|
|
|
|
teleports
|
|
{
|
|
color = 2; // Green
|
|
arrow = 1;
|
|
title = "Teleports";
|
|
width = 18;
|
|
sort = 1;
|
|
|
|
14 = "Teleport Destination";
|
|
23
|
|
{
|
|
title = "Teleport Swirl";
|
|
width = 20;
|
|
}
|
|
118 = "Teleport New Map Spot 1";
|
|
119 = "Teleport New Map Spot 2";
|
|
120 = "Teleport New Map Spot 3";
|
|
121 = "Teleport New Map Spot 4";
|
|
122 = "Teleport New Map Spot 5";
|
|
123 = "Teleport New Map Spot 6";
|
|
124 = "Teleport New Map Spot 7";
|
|
125 = "Teleport New Map Spot 8";
|
|
126 = "Teleport New Map Spot 9";
|
|
127 = "Teleport New Map Spot 10";
|
|
}
|
|
|
|
monsters
|
|
{
|
|
color = 12; // Light Red
|
|
arrow = 1;
|
|
title = "Monsters";
|
|
width = 24;
|
|
sort = 1;
|
|
|
|
3002 = "Acolyte 1 Tan";
|
|
142 = "Acolyte 2 Red";
|
|
143 = "Acolyte 3 Rust";
|
|
146 = "Acolyte 4 Gray";
|
|
147 = "Acolyte 5 Dark Green";
|
|
148 = "Acolyte 6 Gold";
|
|
232 = "Acolyte 7 Bright Green";
|
|
231 = "Acolyte 8 Blue";
|
|
58 = "Shadow Acolyte";
|
|
3006
|
|
{
|
|
title = "Sentinel";
|
|
width = 23;
|
|
}
|
|
186
|
|
{
|
|
title = "Stalker";
|
|
width = 31;
|
|
}
|
|
27
|
|
{
|
|
title = "Ceiling Turret";
|
|
width = 20;
|
|
}
|
|
3001
|
|
{
|
|
title = "Reaver";
|
|
width = 20;
|
|
}
|
|
3005
|
|
{
|
|
title = "Crusader";
|
|
width = 40;
|
|
}
|
|
3003
|
|
{
|
|
title = "Templar";
|
|
width = 20;
|
|
}
|
|
16
|
|
{
|
|
title = "Inquisitor";
|
|
width = 40;
|
|
}
|
|
71
|
|
{
|
|
title = "Programmer";
|
|
width = 45;
|
|
}
|
|
187
|
|
{
|
|
title = "Bishop";
|
|
width = 40;
|
|
}
|
|
12
|
|
{
|
|
title = "Loremaster";
|
|
width = 15;
|
|
}
|
|
129
|
|
{
|
|
title = "Specter A";
|
|
width = 64;
|
|
}
|
|
75 = "Specter B";
|
|
76 = "Specter C - put with Oracle";
|
|
167 = "Specter D";
|
|
168 = "Specter E";
|
|
26
|
|
{
|
|
title = "Entity Nest";
|
|
width = 84;
|
|
}
|
|
198
|
|
{
|
|
title = "Entity Pod";
|
|
width = 25;
|
|
}
|
|
128
|
|
{
|
|
title = "Entity";
|
|
width = 130;
|
|
}
|
|
}
|
|
|
|
weapons
|
|
{
|
|
color = 14; // Yellow
|
|
arrow = 0;
|
|
title = "Weapons";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
10
|
|
{
|
|
title = "Teleport Beacon";
|
|
width = 16;
|
|
}
|
|
2001 = "Crossbow";
|
|
2002 = "Assault Gun";
|
|
2006 = "Assault Gun standing";
|
|
2003 = "Mini-Missile Launcher";
|
|
154 = "Grenade Launcher";
|
|
2005 = "Flame Thrower";
|
|
2004 = "Mauler";
|
|
77 = "Sigil A lightning strike";
|
|
78 = "Sigil B rail lightning shot";
|
|
79 = "Sigil C spread shot";
|
|
80 = "Sigil D column shot";
|
|
81 = "Sigil E big blast";
|
|
}
|
|
|
|
ammunition
|
|
{
|
|
color = 6; // Brown
|
|
arrow = 0;
|
|
title = "Ammunition";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
183 = "Ammo Satchel";
|
|
114 = "Electric Bolts";
|
|
115 = "Poison Arrows";
|
|
2007 = "Bullet Clip";
|
|
2048 = "Box of Bullets";
|
|
2010 = "Missiles";
|
|
2046 = "Crate of Missiles";
|
|
152 = "HE Grenades";
|
|
153 = "Phosphorous Grenades";
|
|
84 = "Gas Grenade (demo exe only)";
|
|
2047 = "Energy Pod";
|
|
17 = "Energy Pack";
|
|
}
|
|
|
|
health
|
|
{
|
|
color = 1; // Blue
|
|
arrow = 0;
|
|
title = "Health and Armor";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
2011 = "Med patch";
|
|
2012 = "Medikit";
|
|
2018 = "Leather Armor";
|
|
2019 = "Leather Armor";
|
|
83 = "Surgery Kit";
|
|
}
|
|
|
|
powerups
|
|
{
|
|
color = 9; // Light Blue
|
|
arrow = 0;
|
|
title = "Powerups";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
2024 = "Shadow Armor";
|
|
2025 = "Environmental Suit";
|
|
207 = "Targeter";
|
|
2026 = "Map";
|
|
2027 = "Scanner/Map-Radar";
|
|
}
|
|
|
|
quests
|
|
{
|
|
color = 13; // Light Magenta
|
|
arrow = 0;
|
|
title = "Quest things";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
45 = "Gates (Piston)";
|
|
182
|
|
{
|
|
title = "Computer";
|
|
width = 26;
|
|
}
|
|
220
|
|
{
|
|
title = "Power Coupling (Only 1)";
|
|
width = 17;
|
|
}
|
|
226
|
|
{
|
|
title = "Broken Power Coupling (Only 1)";
|
|
width = 16;
|
|
}
|
|
205
|
|
{
|
|
title = "Offering Chalice";
|
|
width = 10;
|
|
}
|
|
90 = "Guard Uniform-gives token";
|
|
52 = "Officer Uniform-no alarm";
|
|
206 = "Communicator";
|
|
93 = "Gold Coin";
|
|
138 = "10 Gold";
|
|
139 = "25 Gold";
|
|
140 = "50 Gold";
|
|
}
|
|
|
|
keys
|
|
{
|
|
color = 13; // Light Magenta
|
|
arrow = 0;
|
|
title = "Keys";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
13 = "Gold ID Badge";
|
|
184 = "Blue ID Card";
|
|
185 = "Travel Passcard";
|
|
39 = "Brass Key";
|
|
38 = "Silver Key";
|
|
40 = "Gold Key";
|
|
195 = "Chapel Key";
|
|
230 = "Base Key (Front)";
|
|
233 = "Mauler Key";
|
|
234 = "Factory Key";
|
|
236 = "Core Key";
|
|
235 = "Mine Key";
|
|
86 = "Order Key";
|
|
166 = "Warehouse Key";
|
|
91 = "Severed Hand";
|
|
61 = "Oracle Key";
|
|
192 = "Red Crystal Key";
|
|
193 = "Blue Crystal Key";
|
|
}
|
|
|
|
lights
|
|
{
|
|
color = 11; // Light Cyan
|
|
arrow = 0;
|
|
title = "Light sources";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
24 = "Claxon warning light";
|
|
70
|
|
{
|
|
title = "Burning Barrel";
|
|
width = 16;
|
|
}
|
|
28 = "Cage Light";
|
|
34 = "Candle";
|
|
35
|
|
{
|
|
title = "Candelabra";
|
|
width = 16;
|
|
}
|
|
43
|
|
{
|
|
title = "Outside Lamp";
|
|
width = 3;
|
|
}
|
|
46
|
|
{
|
|
title = "Pole Lantern";
|
|
width = 3;
|
|
}
|
|
107
|
|
{
|
|
title = "Small Burning Torch";
|
|
width = 0;
|
|
}
|
|
108
|
|
{
|
|
title = "Small Unlit Torch";
|
|
width = 0;
|
|
}
|
|
111
|
|
{
|
|
title = "Medium Torch";
|
|
width = 4;
|
|
}
|
|
47
|
|
{
|
|
title = "Large Torch";
|
|
width = 10;
|
|
}
|
|
50
|
|
{
|
|
title = "Huge Torch";
|
|
width = 10;
|
|
}
|
|
95
|
|
{
|
|
title = "Silver Flourescent Light";
|
|
width = 4;
|
|
}
|
|
96
|
|
{
|
|
title = "Brass Flourescent Light";
|
|
width = 4;
|
|
}
|
|
97
|
|
{
|
|
title = "Gold Flourescent Light";
|
|
width = 4;
|
|
}
|
|
105
|
|
{
|
|
title = "Burning Bowl";
|
|
width = 16;
|
|
}
|
|
106
|
|
{
|
|
title = "Burning Brazier";
|
|
width = 10;
|
|
}
|
|
196
|
|
{
|
|
title = "Silver Tech Lamp";
|
|
width = 11;
|
|
}
|
|
197
|
|
{
|
|
title = "Brass Tech Lamp";
|
|
width = 8;
|
|
}
|
|
2028
|
|
{
|
|
title = "Globe Light";
|
|
width = 16;
|
|
}
|
|
225
|
|
{
|
|
title = "Alien Spider Light";
|
|
width = 32;
|
|
}
|
|
}
|
|
|
|
decoration
|
|
{
|
|
color = 11; // light cyan
|
|
arrow = 0;
|
|
title = "Decorations";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
216
|
|
{
|
|
title = "Sigil Banner";
|
|
width = 24;
|
|
}
|
|
85
|
|
{
|
|
title = "Rat";
|
|
width = 10;
|
|
}
|
|
82
|
|
{
|
|
title = "Wooden Barrel";
|
|
width = 10;
|
|
}
|
|
117 = "Surgery Crab";
|
|
68
|
|
{
|
|
title = "Tray";
|
|
width = 24;
|
|
}
|
|
217 = "Rebel Boots";
|
|
218 = "Rebel Helmet";
|
|
219 = "Rebel Shirt";
|
|
208
|
|
{
|
|
title = "Practice Target";
|
|
width = 10;
|
|
}
|
|
194
|
|
{
|
|
title = "Anvil";
|
|
width = 16;
|
|
}
|
|
228
|
|
{
|
|
title = "Ammo Filler";
|
|
width = 12;
|
|
}
|
|
109 = "Ceiling Chain";
|
|
112 = "Fountain";
|
|
53 = "Ceiling Water Drip";
|
|
103 = "Floor Water Drip";
|
|
104 = "Waterfall Splash";
|
|
164 = "Mug";
|
|
2014 = "Water Bottle";
|
|
165
|
|
{
|
|
title = "Pot";
|
|
width = 12;
|
|
}
|
|
190 = "Metal Pot";
|
|
188
|
|
{
|
|
title = "Pitcher";
|
|
width = 12;
|
|
}
|
|
189
|
|
{
|
|
title = "Stool";
|
|
width = 6;
|
|
}
|
|
191 = "Tub";
|
|
}
|
|
|
|
trees
|
|
{
|
|
color = 3; // Cyan
|
|
arrow = 0;
|
|
title = "Trees and Rocks";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
33
|
|
{
|
|
title = "Tree Stub";
|
|
width = 15;
|
|
}
|
|
51
|
|
{
|
|
title = "Palm Tree";
|
|
width = 15;
|
|
}
|
|
202
|
|
{
|
|
title = "Big Tree";
|
|
width = 15;
|
|
}
|
|
203
|
|
{
|
|
title = "Potted Tree";
|
|
width = 15;
|
|
}
|
|
60
|
|
{
|
|
title = "Short Bush";
|
|
width = 15;
|
|
}
|
|
62
|
|
{
|
|
title = "Tall Bush";
|
|
width = 20;
|
|
}
|
|
215
|
|
{
|
|
title = "Stick in Water";
|
|
width = 20;
|
|
}
|
|
98 = "Stalactite";
|
|
161 = "Small Stalactite";
|
|
160 = "Stalacmite";
|
|
163 = "Stalacmite Small";
|
|
159 = "Cave Pillar Top";
|
|
162 = "Cave Pillar Bottom";
|
|
99
|
|
{
|
|
title = "Rock 1";
|
|
width = 20;
|
|
}
|
|
100
|
|
{
|
|
title = "Rock 2";
|
|
width = 20;
|
|
}
|
|
101
|
|
{
|
|
title = "Rock 3";
|
|
width = 20;
|
|
}
|
|
102
|
|
{
|
|
title = "Rock 4";
|
|
width = 20;
|
|
}
|
|
29
|
|
{
|
|
title = "Rubble 1";
|
|
width = 20;
|
|
}
|
|
30
|
|
{
|
|
title = "Rubble 2";
|
|
width = 20;
|
|
}
|
|
31
|
|
{
|
|
title = "Rubble 3";
|
|
width = 20;
|
|
}
|
|
32
|
|
{
|
|
title = "Rubble 4";
|
|
width = 20;
|
|
}
|
|
36
|
|
{
|
|
title = "Rubble 5";
|
|
width = 20;
|
|
}
|
|
37
|
|
{
|
|
title = "Rubble 6";
|
|
width = 20;
|
|
}
|
|
41
|
|
{
|
|
title = "Rubble 7";
|
|
width = 20;
|
|
}
|
|
42
|
|
{
|
|
title = "Rubble 8";
|
|
width = 20;
|
|
}
|
|
}
|
|
|
|
pillars
|
|
{
|
|
color = 3; // Cyan
|
|
arrow = 0;
|
|
title = "Pillars";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
69
|
|
{
|
|
title = "Barricade Column";
|
|
width = 16;
|
|
}
|
|
63 = "Chimneystack";
|
|
48 = "Techno Pillar";
|
|
54
|
|
{
|
|
title = "Aztec Pillar";
|
|
width = 16;
|
|
}
|
|
55
|
|
{
|
|
title = "Damaged Aztec Pillar";
|
|
width = 16;
|
|
}
|
|
56
|
|
{
|
|
title = "Ruined Aztec Pillar";
|
|
width = 16;
|
|
}
|
|
57
|
|
{
|
|
title = "Huge Tech Pillar";
|
|
width = 24;
|
|
}
|
|
227
|
|
{
|
|
title = "Huge Alien Pillar";
|
|
width = 24;
|
|
}
|
|
110 = "Statue";
|
|
44 = "Ruined Statue";
|
|
221
|
|
{
|
|
title = "Alien Bubble Column";
|
|
width = 16;
|
|
}
|
|
222
|
|
{
|
|
title = "Alien Floor Bubble";
|
|
width = 16;
|
|
}
|
|
223
|
|
{
|
|
title = "Alien Ceiling Bubble";
|
|
width = 16;
|
|
}
|
|
224
|
|
{
|
|
title = "Alien Asp Climber";
|
|
width = 16;
|
|
}
|
|
}
|
|
|
|
corpses
|
|
{
|
|
color = 4; // Red
|
|
arrow = 0;
|
|
title = "Corpses";
|
|
width = 16;
|
|
sort = 1;
|
|
|
|
15
|
|
{
|
|
title = "Dead Player, disappears";
|
|
width = 20;
|
|
}
|
|
18
|
|
{
|
|
title = "Dead Peasant, disappears";
|
|
width = 20;
|
|
}
|
|
19
|
|
{
|
|
title = "Dead Rebel";
|
|
width = 20;
|
|
}
|
|
20
|
|
{
|
|
title = "Dead Reaver";
|
|
width = 20;
|
|
}
|
|
21
|
|
{
|
|
title = "Dead Acolyte, disappears";
|
|
width = 20;
|
|
}
|
|
22
|
|
{
|
|
title = "Dead Crusader";
|
|
width = 20;
|
|
}
|
|
212
|
|
{
|
|
title = "Sacrificed Guy";
|
|
width = 20;
|
|
}
|
|
113 = "Hearts in Tank";
|
|
209 = "Huge Tank 1 has skeleton";
|
|
210 = "Huge Tank 2";
|
|
211 = "Huge Tank 3";
|
|
213 = "Tank 4 spine with organs";
|
|
214 = "Tank 5 Stumpy the Acolyte";
|
|
229 = "Tank 6 Specter";
|
|
}
|
|
|
|
rebels
|
|
{
|
|
color = 4; // Red
|
|
arrow = 0;
|
|
title = "Rebels";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
9 = "Rebel 1 (summoned by beacon)";
|
|
144 = "Rebel 2";
|
|
145 = "Rebel 3";
|
|
149 = "Rebel 4";
|
|
150 = "Rebel 5";
|
|
151 = "Rebel 6";
|
|
64 = "Macil 1 Invincible (Map03,34)";
|
|
200 = "Macil 2 S (Map10)";
|
|
}
|
|
|
|
peasants
|
|
{
|
|
color = 4; // Red
|
|
arrow = 0;
|
|
title = "Peasants";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
3004 = "Peasant Tan 1";
|
|
130 = "Peasant Tan 2";
|
|
131 = "Peasant Tan 3";
|
|
65 = "Peasant Red 1 (2,33 Harris/23 Tevick)";
|
|
132 = "Peasant Red 2 (4 Derwin/33 Harris)";
|
|
133 = "Peasant Red 3 (4 Worner)";
|
|
67 = "Peasant Rust 1 (2 Rowan)";
|
|
136 = "Peasant Rust 2 (2 Geoff)";
|
|
137 = "Peasant Rust 3 (4 Technician)";
|
|
66 = "Peasant Gray 1 (4 Ketrick/5 Warden/17 Medic)";
|
|
134 = "Peasant Gray 2 (4 Sammis/5 Judge)";
|
|
135 = "Peasant Gray 3 (1 Beldin)";
|
|
172 = "Peasant DGreen 1 (2 Irale/23 Richter)";
|
|
173 = "Peasant DGreen 2 (6 Weran the Rat King)";
|
|
174 = "Peasant DGreen 3 (4 Computer Tech)";
|
|
178 = "Peasant Gold 1 (11 Key Master/31 False Prg)";
|
|
179 = "Peasant Gold 2";
|
|
180 = "Peasant Gold 3";
|
|
175 = "Peasant BGreen 1 (7 False Programmer)";
|
|
176 = "Peasant BGreen 2";
|
|
177 = "Peasant BGreen 3";
|
|
181 = "Peasant Blue (2,33 Governor/8 False Prgr)";
|
|
}
|
|
|
|
npcs
|
|
{
|
|
color = 4; // Red
|
|
arrow = 0;
|
|
title = "Other NPC's";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
141 = "Beggar 1 (Map01 MacGuffin/32 Prisoner)";
|
|
155 = "Beggar 2";
|
|
156 = "Beggar 3";
|
|
157 = "Beggar 4";
|
|
158 = "Beggar 5";
|
|
204
|
|
{
|
|
title = "Kneeling Guy";
|
|
width = 6;
|
|
}
|
|
169 = "Zombie";
|
|
170 = "Zombie Spawner";
|
|
201 = "Becoming Acolyte";
|
|
72 = "Bar Keep 1 Gold (Map02,23,33)";
|
|
73 = "Armorer 2 Bright Green (Map02,23,33/10)";
|
|
74 = "Medic 3 Blue (Map02,23,33/03,10/17)";
|
|
116 = "Weapon Smith 4 Tan (Map02,23,33/03,10)";
|
|
199
|
|
{
|
|
title = "Oracle (Map12)";
|
|
width = 15;
|
|
}
|
|
}
|
|
|
|
hints
|
|
{
|
|
color = 13; // Light Magenta
|
|
arrow = 0;
|
|
title = "Explosives and Hints";
|
|
width = 20;
|
|
sort = 1;
|
|
|
|
94
|
|
{
|
|
title = "Explosive Barrel";
|
|
width = 10;
|
|
}
|
|
92 = "PowerCrystal-LowSect128Lt0";
|
|
59
|
|
{
|
|
title = "Degnin Ore - for FFG";
|
|
width = 16;
|
|
}
|
|
25
|
|
{
|
|
title = "Force Field Guard - use ore";
|
|
width = 2;
|
|
}
|
|
9001 = "Label Hint 1";
|
|
9002 = "Label Hint 2";
|
|
9003 = "Label Hint 3";
|
|
9004 = "Label Hint 4";
|
|
9005 = "Label Hint 5";
|
|
9006 = "Label Hint 6";
|
|
}
|
|
}
|