mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-06 21:12:12 +00:00
42ac64d964
- Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. SVN r1452 (trunk)
364 lines
5.6 KiB
Text
364 lines
5.6 KiB
Text
// MAPINFO for Strife (full version and teaser)
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skill baby
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{
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AutoUseHealth
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AmmoFactor = 2
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DamageFactor = 0.5
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EasyBossBrain
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SpawnFilter = Baby
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PicName = "M_JKILL"
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Key = "t"
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}
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skill easy
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{
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SpawnFilter = Easy
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PicName = "M_ROUGH"
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Key = "r"
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}
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skill normal
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{
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SpawnFilter = Normal
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PicName = "M_HURT"
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Key = "v"
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}
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skill hard
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{
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SpawnFilter = Hard
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PicName = "M_ULTRA"
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Key = "e"
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}
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skill nightmare
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{
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AmmoFactor = 2
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FastMonsters
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DisableCheats
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RespawnTime = 16
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SpawnFilter = Nightmare
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PicName = "M_NMARE"
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Key = "b"
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}
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gamedefaults
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{
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forcenoskystretch
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strifefallingdamage
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nointermission
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clipmidtextures
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noinfighting
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}
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map MAP01 "AREA 1: sanctuary"
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{
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next = "MAP02"
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sky1 = "SKYMNT02", 0
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music = "D_ACTION"
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cluster = 1
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}
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map MAP02 "AREA 2: town"
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{
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next = "MAP03"
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sky1 = "SKYMNT02", 0
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music = "D_TAVERN"
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cluster = 1
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}
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map MAP03 "AREA 3: front base"
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{
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next = "MAP04"
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sky1 = "SKYMNT02", 0
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music = "D_DANGER"
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cluster = 1
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noallies
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redirect = "Sigil"
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, "map30"
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}
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map MAP04 "AREA 4: power station"
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{
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next = "MAP05"
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sky1 = "SKYMNT02", 0
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music = "D_FAST"
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cluster = 1
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}
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map MAP05 "AREA 5: prison"
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{
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next = "MAP06"
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sky1 = "SKYMNT02", 0
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music = "D_INTRO"
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cluster = 1
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}
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map MAP06 "AREA 6: sewers"
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{
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next = "MAP07"
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sky1 = "SKYMNT02", 0
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music = "D_DARKER"
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cluster = 1
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}
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map MAP07 "AREA 7: castle"
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{
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next = "MAP08"
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sky1 = "SKYMNT02", 0
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music = "D_STRIKE"
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cluster = 1
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redirect = "Sigil"
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, "map10"
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}
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map MAP08 "AREA 8: Audience Chamber"
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{
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next = "MAP09"
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sky1 = "SKYMNT02", 0
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music = "D_SLIDE"
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cluster = 1
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}
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map MAP09 "AREA 9: Castle: Programmer's Keep"
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{
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next = "MAP10"
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sky1 = "SKYMNT02", 0
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music = "D_TRIBAL"
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cluster = 1
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// These are the sky changes for the first 8 maps
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specialaction = "Programmer", "ACS_Execute", 0, 1, 256
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specialaction = "Programmer", "ACS_Execute", 0, 2, 256
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specialaction = "Programmer", "ACS_Execute", 0, 3, 256
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specialaction = "Programmer", "ACS_Execute", 0, 4, 256
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specialaction = "Programmer", "ACS_Execute", 0, 5, 256
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specialaction = "Programmer", "ACS_Execute", 0, 6, 256
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specialaction = "Programmer", "ACS_Execute", 0, 7, 256
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specialaction = "Programmer", "ACS_Execute", 0, 8, 256// It seems that Strife was originally going to print the text
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// from the C1TEXT lump when you move from map 9 to map 10, but
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// that idea apparently got scrapped as the game developed.
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}
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map MAP10 "AREA 10: New Front Base"
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{
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next = "MAP11"
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sky1 = "SKYMNT01", 0
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music = "D_MARCH"
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cluster = 1
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}
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map MAP11 "AREA 11: Borderlands"
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{
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next = "MAP12"
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sky1 = "SKYMNT01", 0
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music = "D_DANGER"
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cluster = 1
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}
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map MAP12 "AREA 12: the temple of the oracle"
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{
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next = "MAP13"
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sky1 = "SKYMNT01", 0
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music = "D_MOOD"
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cluster = 1
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}
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map MAP13 "AREA 13: Catacombs"
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{
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next = "MAP14"
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sky1 = "SKYMNT01", 0
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music = "D_CASTLE"
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cluster = 1
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}
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map MAP14 "AREA 14: mines"
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{
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next = "MAP15"
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sky1 = "SKYMNT01", 0
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music = "D_DARKER"
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cluster = 1
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}
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map MAP15 "AREA 15: Fortress: Administration"
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{
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next = "MAP16"
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sky1 = "SKYMNT01", 0
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music = "D_ACTION"
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cluster = 1
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}
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map MAP16 "AREA 16: Fortress: Bishop's Tower"
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{
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next = "MAP17"
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sky1 = "SKYMNT01", 0
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music = "D_FIGHT"
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cluster = 1
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}
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map MAP17 "AREA 17: Fortress: The Bailey"
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{
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next = "MAP18"
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sky1 = "SKYMNT01", 0
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music = "D_SPENSE"
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cluster = 1
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}
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map MAP18 "AREA 18: Fortress: Stores"
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{
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next = "MAP19"
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sky1 = "SKYMNT01", 0
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music = "D_SLIDE"
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cluster = 1
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}
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map MAP19 "AREA 19: Fortress: Security Complex"
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{
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next = "MAP20"
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sky1 = "SKYMNT01", 0
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music = "D_STRIKE"
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cluster = 1
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}
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map MAP20 "AREA 20: Factory: Receiving"
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{
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next = "MAP21"
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sky1 = "SKYMNT01", 0
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music = "D_DARK"
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cluster = 1
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}
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map MAP21 "AREA 21: Factory: Manufacturing"
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{
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next = "MAP22"
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sky1 = "SKYMNT01", 0
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music = "D_TECH"
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cluster = 1
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}
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map MAP22 "AREA 22: Factory: Forge"
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{
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next = "MAP23"
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sky1 = "SKYMNT01", 0
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music = "D_SLIDE"
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cluster = 1
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}
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map MAP23 "AREA 23: Order Commons"
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{
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next = "MAP24"
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sky1 = "SKYMNT01", 0
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music = "D_DRONE"
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cluster = 1
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}
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map MAP24 "AREA 24: Factory: Conversion Chapel"
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{
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next = "MAP25"
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sky1 = "SKYMNT01", 0
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music = "D_PANTHR"
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cluster = 1
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}
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map MAP25 "AREA 25: Catacombs: Ruined Temple"
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{
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next = "MAP26"
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sky1 = "SKYMNT01", 0
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music = "D_SAD"
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cluster = 1
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}
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map MAP26 "AREA 26: proving grounds"
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{
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next = "MAP27"
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sky1 = "SKYMNT01", 0
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music = "D_INSTRY"
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cluster = 1
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}
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map MAP27 "AREA 27: The Lab"
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{
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next = "MAP28"
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sky1 = "SKYMNT01", 0
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music = "D_TECH"
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cluster = 1
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}
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map MAP28 "AREA 28: Alien Ship"
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{
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next = "MAP29"
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sky1 = "SKYMNT01", 0
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music = "D_ACTION"
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cluster = 1
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}
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map MAP29 "AREA 29: Entity's Lair"
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{
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next = "EndGameS"
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sky1 = "SKYMNT01", 0
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music = "D_INSTRY"
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cluster = 1
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deathslideshow
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}
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map MAP30 "AREA 30: Abandoned Front Base"
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{
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next = "MAP31"
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sky1 = "SKYMNT01", 0
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music = "D_DRONE"
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cluster = 1
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}
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map MAP31 "AREA 31: Training Facility"
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{
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next = "MAP01"
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sky1 = "SKYMNT01", 0
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music = "D_FIGHT"
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cluster = 1
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}
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map MAP32 "AREA 1: Sanctuary"
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{
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next = "MAP33"
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sky1 = "SKYMNT02", 0
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music = "D_MAP1"
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cluster = 2
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}
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map MAP33 "AREA 2: Town"
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{
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next = "MAP34"
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sky1 = "SKYMNT02", 0
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music = "D_MAP2"
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cluster = 2
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}
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map MAP34 "AREA 3: Movement Base"
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{
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next = "EndBuyStrife"
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sky1 = "SKYMNT02", 0
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music = "D_MAP3"
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cluster = 2
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noallies
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}
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cluster 1
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{
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hub
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}
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cluster 2
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{
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hub
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exittext = "T1TEXT"
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music = "d_fmfast"
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pic = "PANEL7"
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exittextislump
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}
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clearepisodes
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episode MAP02 teaser MAP33
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{
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name = "Quest for the Sigil"
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}
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