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- replaced tabs with spaces in UDMF spec
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3069b53804
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1 changed files with 54 additions and 51 deletions
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@ -120,7 +120,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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blockhitscan = <bool>; // Line blocks hitscan attacks
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blockhitscan = <bool>; // Line blocks hitscan attacks
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locknumber = <int>; // Line special is locked
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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arg0str = <string>; // Alternate string-based version of arg0
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moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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@ -171,14 +171,14 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
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yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
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rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
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rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
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rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
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rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
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ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
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ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
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ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
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ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
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ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
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ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
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ceilingplane_d = <float>;
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ceilingplane_d = <float>;
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floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
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floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
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floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
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floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
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floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
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floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
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floorplane_d = <float>;
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floorplane_d = <float>;
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lightfloor = <integer>; // The floor's light level. Default is 0.
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lightfloor = <integer>; // The floor's light level. Default is 0.
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lightceiling = <integer>; // The ceiling's light level. Default is 0.
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lightceiling = <integer>; // The ceiling's light level. Default is 0.
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lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
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lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
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@ -196,8 +196,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
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fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
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desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
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desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
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silent = <bool>; // Actors in this sector make no sound,
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silent = <bool>; // Actors in this sector make no sound,
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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noattack = <bool>; // Blocks monster attacks in this sector.
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noattack = <bool>; // Blocks monster attacks in this sector.
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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norespawn = <bool>; // Players can not respawn in this sector
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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@ -215,20 +215,20 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
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damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
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floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
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ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
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ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
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fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
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fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
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// 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
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// 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
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// a light level of 0. (OpenGL only)
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// a light level of 0. (OpenGL only)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
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color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
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color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
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color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
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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)
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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)
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color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
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color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
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color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
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color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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@ -253,37 +253,37 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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thing
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thing
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{
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{
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skill# = <bool> // Unlike the base spec, # can range from 1-16.
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skill# = <bool> // Unlike the base spec, # can range from 1-16.
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class# = <bool> // Unlike the base spec, # can range from 1-16.
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class# = <bool> // Unlike the base spec, # can range from 1-16.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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arg0str = <string>; // Alternate string-based version of arg0
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arg0str = <string>; // Alternate string-based version of arg0
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.0.
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// negative values are used as their absolute. Default = 1.0.
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health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
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health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.
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// negative values are used as their absolute. Default = 1.
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renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
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renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
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// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
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// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
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// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
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// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
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// Default is an empty string for no change.
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// Default is an empty string for no change.
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fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
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fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
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alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
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alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
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score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
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score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
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pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
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scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
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scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
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scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
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scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
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scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
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scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
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floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
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floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
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* Note about arg0str
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* Note about arg0str
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For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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will be used as the name of the script to execute, and arg0 will be ignored.
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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.
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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.
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}
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}
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@ -430,6 +430,9 @@ sector material colors.
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1.29 04.02.2018
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1.29 04.02.2018
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arg0str in dynamic lights.
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arg0str in dynamic lights.
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1.30 20.05.2018
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Replaced tabs with spaces.
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===============================================================================
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===============================================================================
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EOF
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EOF
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===============================================================================
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===============================================================================
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