mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 04:01:31 +00:00
- replaced tabs with spaces in UDMF spec
This commit is contained in:
parent
3069b53804
commit
526711f5d8
1 changed files with 54 additions and 51 deletions
|
@ -120,7 +120,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
||||||
blockhitscan = <bool>; // Line blocks hitscan attacks
|
blockhitscan = <bool>; // Line blocks hitscan attacks
|
||||||
locknumber = <int>; // Line special is locked
|
locknumber = <int>; // Line special is locked
|
||||||
arg0str = <string>; // Alternate string-based version of arg0
|
arg0str = <string>; // Alternate string-based version of arg0
|
||||||
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
|
||||||
|
|
||||||
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
|
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
|
||||||
|
|
||||||
|
@ -171,14 +171,14 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
||||||
yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
|
yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
|
||||||
rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
|
rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
|
||||||
rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
|
rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
|
||||||
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
|
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
|
||||||
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
|
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
|
||||||
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
||||||
ceilingplane_d = <float>;
|
ceilingplane_d = <float>;
|
||||||
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
|
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
|
||||||
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
|
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
|
||||||
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
|
||||||
floorplane_d = <float>;
|
floorplane_d = <float>;
|
||||||
lightfloor = <integer>; // The floor's light level. Default is 0.
|
lightfloor = <integer>; // The floor's light level. Default is 0.
|
||||||
lightceiling = <integer>; // The ceiling's light level. Default is 0.
|
lightceiling = <integer>; // The ceiling's light level. Default is 0.
|
||||||
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
|
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
|
||||||
|
@ -196,8 +196,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
||||||
fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
|
fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
|
||||||
desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
|
desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
|
||||||
silent = <bool>; // Actors in this sector make no sound,
|
silent = <bool>; // Actors in this sector make no sound,
|
||||||
nofallingdamage = <bool>; // Falling damage is disabled in this sector
|
nofallingdamage = <bool>; // Falling damage is disabled in this sector
|
||||||
noattack = <bool>; // Blocks monster attacks in this sector.
|
noattack = <bool>; // Blocks monster attacks in this sector.
|
||||||
dropactors = <bool>; // Actors drop with instantly moving floors (*)
|
dropactors = <bool>; // Actors drop with instantly moving floors (*)
|
||||||
norespawn = <bool>; // Players can not respawn in this sector
|
norespawn = <bool>; // Players can not respawn in this sector
|
||||||
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
|
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
|
||||||
|
@ -215,21 +215,21 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
||||||
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
|
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
|
||||||
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
|
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
|
||||||
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
|
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
|
||||||
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
|
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
|
||||||
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
|
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
|
||||||
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
|
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
|
||||||
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
|
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
|
||||||
// a light level of 0. (OpenGL only)
|
// a light level of 0. (OpenGL only)
|
||||||
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
|
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
|
||||||
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
|
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
|
||||||
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
|
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
|
||||||
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
|
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
|
||||||
color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
|
color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
|
||||||
color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
|
color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
|
||||||
color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
|
color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
|
||||||
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
|
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
|
||||||
color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
|
color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
|
||||||
|
|
||||||
|
|
||||||
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
|
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
|
||||||
portal_ceil_disabled = <bool> // ceiling portal disabled.
|
portal_ceil_disabled = <bool> // ceiling portal disabled.
|
||||||
|
@ -241,8 +241,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
||||||
portal_floor_nopass = <bool> // ceiling portal blocks movement if true.
|
portal_floor_nopass = <bool> // ceiling portal blocks movement if true.
|
||||||
portal_floor_norender = <bool> // ceiling portal not rendered.
|
portal_floor_norender = <bool> // ceiling portal not rendered.
|
||||||
portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
|
portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
|
||||||
|
|
||||||
|
|
||||||
* Note about dropactors
|
* Note about dropactors
|
||||||
|
|
||||||
The spec requires this to be false by default. Currently, however, ZDoom assumes this to be true
|
The spec requires this to be false by default. Currently, however, ZDoom assumes this to be true
|
||||||
|
@ -253,37 +253,37 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
||||||
|
|
||||||
thing
|
thing
|
||||||
{
|
{
|
||||||
skill# = <bool> // Unlike the base spec, # can range from 1-16.
|
skill# = <bool> // Unlike the base spec, # can range from 1-16.
|
||||||
class# = <bool> // Unlike the base spec, # can range from 1-16.
|
class# = <bool> // Unlike the base spec, # can range from 1-16.
|
||||||
conversation = <int> // Assigns a conversation dialogue to this thing.
|
conversation = <int> // Assigns a conversation dialogue to this thing.
|
||||||
// Parameter is the conversation ID, 0 meaning none.
|
// Parameter is the conversation ID, 0 meaning none.
|
||||||
countsecret = <bool>; // Picking up this actor counts as a secret.
|
countsecret = <bool>; // Picking up this actor counts as a secret.
|
||||||
arg0str = <string>; // Alternate string-based version of arg0
|
arg0str = <string>; // Alternate string-based version of arg0
|
||||||
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
|
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
|
||||||
// negative values are used as their absolute. Default = 1.0.
|
// negative values are used as their absolute. Default = 1.0.
|
||||||
|
|
||||||
health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
|
health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
|
||||||
// negative values are used as their absolute. Default = 1.
|
// negative values are used as their absolute. Default = 1.
|
||||||
|
|
||||||
renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
|
renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
|
||||||
// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
|
// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
|
||||||
// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
|
// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
|
||||||
// Default is an empty string for no change.
|
// Default is an empty string for no change.
|
||||||
fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
|
fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
|
||||||
alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
|
alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
|
||||||
score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
|
score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
|
||||||
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
||||||
roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
|
||||||
scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
|
scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
|
||||||
scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
|
scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
|
||||||
scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
|
scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
|
||||||
floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
|
floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
|
||||||
|
|
||||||
* Note about arg0str
|
* Note about arg0str
|
||||||
|
|
||||||
For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
|
For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
|
||||||
will be used as the name of the script to execute, and arg0 will be ignored.
|
will be used as the name of the script to execute, and arg0 will be ignored.
|
||||||
On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color.
|
On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -430,6 +430,9 @@ sector material colors.
|
||||||
1.29 04.02.2018
|
1.29 04.02.2018
|
||||||
arg0str in dynamic lights.
|
arg0str in dynamic lights.
|
||||||
|
|
||||||
|
1.30 20.05.2018
|
||||||
|
Replaced tabs with spaces.
|
||||||
|
|
||||||
===============================================================================
|
===============================================================================
|
||||||
EOF
|
EOF
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
Loading…
Reference in a new issue