qzdoom/wadsrc/static/mapinfo/common.txt

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Gameinfo
{
CheatKey = "maparrows/key.txt"
EasyKey = "maparrows/ravenkey.txt"
}
DoomEdNums
{
0 = Unknown
14 = TeleportDest
118 = ZBridge
888 = MBFHelperDog
5001 = PointPusher
5002 = PointPuller
5004 = FS_Mapspot
5061 = InvisibleBridge32
5064 = InvisibleBridge16
5065 = InvisibleBridge8
9001 = MapSpot
9013 = MapSpotGravity
9024 = PatrolPoint
9025 = SecurityCamera
9026 = Spark
9027 = RedParticleFountain
9028 = GreenParticleFountain
9029 = BlueParticleFountain
9030 = YellowParticleFountain
9031 = PurpleParticleFountain
9032 = BlackParticleFountain
9033 = WhiteParticleFountain
9037 = BetaSkull
9038 = ColorSetter
9039 = FadeSetter
9040 = MapMarker
9041 = SectorFlagSetter
9043 = TeleportDest3
9044 = TeleportDest2
9045 = Waterzone
9046 = SecretTrigger
9047 = PatrolSpecial
9048 = SoundEnvironment
9070 = InterpolationPoint
9071 = PathFollower
9072 = MovingCamera
9073 = AimingCamera
9074 = ActorMover
9075 = InterpolationSpecial
9076 = HateTarget
9077 = UpperStackLookOnly
9078 = LowerStackLookOnly
9080 = SkyViewpoint
9081 = SkyPicker
9082 = SectorSilencer
9083 = SkyCamCompat
9200 = Decal
9982 = SecActEyesAboveC
9983 = SecActEyesBelowC
9988 = CustomSprite
9989 = SecActHitFakeFloor
9990 = InvisibleBridge
9991 = CustomBridge
9992 = SecActEyesSurface
9993 = SecActEyesDive
9994 = SecActUseWall
9995 = SecActUse
9996 = SecActHitCeil
9997 = SecActExit
9998 = SecActEnter
9999 = SecActHitFloor
14065 = AmbientSound
14066 = SoundSequence
14067 = AmbientSoundNoGravity
14165 = MusicChanger
32000 = DoomBuilderCamera
}
Intermission Inter_Titlescreen
{
GotoTitle
{
}
}
Intermission Inter_Pic1
{
Image
{
Background = "@1" // index into finalepic FadeIn gameinfo block
}
}
Intermission Inter_Pic2
{
Image
{
Background = "@2"
}
}
Intermission Inter_Pic3
{
Image
{
Background = "@3"
}
}
Intermission Inter_Bunny
{
Scroller
{
ScrollDirection = Left
Background = "PFUB1"
Background2 = "PFUB2"
Music = "$MUSIC_BUNNY"
InitialDelay = -230
Scrolltime = -640
Time = -1130
}
Link = TheEnd
}
Intermission TheEnd
{
// no backgrounds are set here so this will reuse the previous one.
Image
{
Draw = "END0", 108, 68
Time = -50
}
Image
{
Draw = "END1", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END2", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END3", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END4", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END5", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END6", 108, 68
Time = -5
Sound = "weapons/pistol"
}
}
Intermission Inter_Underwater
{
Image
{
Background = "E2END", 0, "E2PAL"
}
GotoTitle
{
}
}
Intermission Inter_Demonscroll
{
Scroller
{
ScrollDirection = Up
Background = "FINAL1"
Background2 = "FINAL2"
InitialDelay = 2
Scrolltime = -600
}
}
Intermission Inter_BuyStrife
{
Scroller
{
ScrollDirection = Left
Background = "CREDIT"
Background2 = "VELLOGO"
InitialDelay = -230
Scrolltime = -640
}
}
Intermission Inter_Cast
{
Image
{
// This is only here to initialize the background and the music
Background = "$bgcastcall"
Time = -1
Music = "$MUSIC_EVIL"
}
Link = Doom2Cast
}
Intermission Doom2Cast
{
Cast
{
CastClass = "Zombieman"
CastName = "$CC_ZOMBIE"
AttackSound = "Missile", 1, "grunt/attack"
}
Cast
{
CastClass = "ShotgunGuy"
CastName = "$CC_SHOTGUN"
AttackSound = "Missile", 1, "shotguy/attack"
}
Cast
{
CastClass = "ChaingunGuy"
CastName = "$CC_HEAVY"
AttackSound = "Missile", 1, "chainguy/attack"
AttackSound = "Missile", 2, "chainguy/attack"
AttackSound = "Missile", 3, "chainguy/attack"
}
Cast
{
CastClass = "DoomImp"
CastName = "$CC_IMP"
AttackSound = "Missile", 2, "imp/attack"
}
Cast
{
CastClass = "Demon"
CastName = "$CC_DEMON"
AttackSound = "Melee", 1, "demon/melee"
}
Cast
{
CastClass = "LostSoul"
CastName = "$CC_LOST"
AttackSound = "Missile", 1, "skull/melee"
}
Cast
{
CastClass = "Cacodemon"
CastName = "$CC_CACO"
AttackSound = "Missile", 1, "caco/attack"
}
Cast
{
CastClass = "HellKnight"
CastName = "$CC_HELL"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "BaronOfHell"
CastName = "$CC_BARON"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "Arachnotron"
CastName = "$CC_ARACH"
AttackSound = "Missile", 1, "baby/attack"
}
Cast
{
CastClass = "PainElemental"
CastName = "$CC_PAIN"
AttackSound = "Missile", 2, "skull/melee"
}
Cast
{
CastClass = "Revenant"
CastName = "$CC_REVEN"
AttackSound = "Missile", 1, "skeleton/attack"
AttackSound = "Melee", 1, "skeleton/swing"
AttackSound = "Melee", 3, "skeleton/melee"
}
Cast
{
CastClass = "Fatso"
CastName = "$CC_MANCU"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "Archvile"
CastName = "$CC_ARCH"
AttackSound = "Missile", 1, "vile/start"
}
Cast
{
CastClass = "SpiderMastermind"
CastName = "$CC_SPIDER"
AttackSound = "Missile", 1, "spider/attack"
AttackSound = "Missile", 2, "spider/attack"
}
Cast
{
CastClass = "Cyberdemon"
CastName = "$CC_CYBER"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Cast
{
CastClass = "DoomPlayer"
CastName = "$CC_HERO"
AttackSound = "Missile", 0, "weapons/sshotf"
}
Link = Doom2Cast // restart cast call
}
Intermission Inter_Chess
{
Fader
{
Music = "Hall"
Background = "FINALE1"
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE1"
TextSpeed = 3
TextLump = "win1msg"
Time = -250
}
TextScreen
{
Music = "Orb"
Background = "FINALE2"
TextSpeed = 3
TextLump = "win2msg"
Time = -250
}
Fader
{
Background = "FINALE2"
Time = 2
FadeType = FadeOut
}
Fader
{
Music = "Chess"
Background = "FINALE3"
DrawConditional = "Multiplayer", "CHESSALL", 20, 0
DrawConditional = "ClericPlayer", "CHESSC", 60, 0
DrawConditional = "MagePlayer", "CHESSM", 60, 0
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE3"
DrawConditional = "Multiplayer", "CHESSALL", 20, 0
DrawConditional = "ClericPlayer", "CHESSC", 60, 0
DrawConditional = "MagePlayer", "CHESSM", 60, 0
TextSpeed = 3
TextLump = "win3msg"
Position = 5, 135
}
}