mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-06 21:12:12 +00:00
384 lines
6.8 KiB
Text
384 lines
6.8 KiB
Text
Gameinfo
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{
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CheatKey = "maparrows/key.txt"
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EasyKey = "maparrows/ravenkey.txt"
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}
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DoomEdNums
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{
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0 = Unknown
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14 = TeleportDest
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118 = ZBridge
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888 = MBFHelperDog
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5001 = PointPusher
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5002 = PointPuller
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5004 = FS_Mapspot
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5061 = InvisibleBridge32
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5064 = InvisibleBridge16
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5065 = InvisibleBridge8
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9001 = MapSpot
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9013 = MapSpotGravity
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9024 = PatrolPoint
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9025 = SecurityCamera
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9026 = Spark
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9027 = RedParticleFountain
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9028 = GreenParticleFountain
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9029 = BlueParticleFountain
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9030 = YellowParticleFountain
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9031 = PurpleParticleFountain
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9032 = BlackParticleFountain
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9033 = WhiteParticleFountain
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9037 = BetaSkull
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9038 = ColorSetter
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9039 = FadeSetter
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9040 = MapMarker
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9041 = SectorFlagSetter
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9043 = TeleportDest3
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9044 = TeleportDest2
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9045 = Waterzone
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9046 = SecretTrigger
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9047 = PatrolSpecial
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9048 = SoundEnvironment
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9070 = InterpolationPoint
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9071 = PathFollower
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9072 = MovingCamera
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9073 = AimingCamera
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9074 = ActorMover
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9075 = InterpolationSpecial
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9076 = HateTarget
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9077 = UpperStackLookOnly
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9078 = LowerStackLookOnly
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9080 = SkyViewpoint
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9081 = SkyPicker
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9082 = SectorSilencer
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9083 = SkyCamCompat
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9200 = Decal
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9982 = SecActEyesAboveC
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9983 = SecActEyesBelowC
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9988 = CustomSprite
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9989 = SecActHitFakeFloor
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9990 = InvisibleBridge
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9991 = CustomBridge
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9992 = SecActEyesSurface
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9993 = SecActEyesDive
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9994 = SecActUseWall
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9995 = SecActUse
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9996 = SecActHitCeil
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9997 = SecActExit
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9998 = SecActEnter
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9999 = SecActHitFloor
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14065 = AmbientSound
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14066 = SoundSequence
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14067 = AmbientSoundNoGravity
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14165 = MusicChanger
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32000 = DoomBuilderCamera
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}
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Intermission Inter_Titlescreen
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{
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GotoTitle
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{
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}
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}
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Intermission Inter_Pic1
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{
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Image
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{
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Background = "@1" // index into finalepic FadeIn gameinfo block
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}
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}
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Intermission Inter_Pic2
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{
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Image
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{
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Background = "@2"
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}
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}
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Intermission Inter_Pic3
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{
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Image
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{
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Background = "@3"
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}
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}
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Intermission Inter_Bunny
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{
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Scroller
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{
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ScrollDirection = Left
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Background = "PFUB1"
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Background2 = "PFUB2"
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Music = "$MUSIC_BUNNY"
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InitialDelay = -230
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Scrolltime = -640
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Time = -1130
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}
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Link = TheEnd
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}
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Intermission TheEnd
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{
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// no backgrounds are set here so this will reuse the previous one.
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Image
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{
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Draw = "END0", 108, 68
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Time = -50
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}
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Image
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{
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Draw = "END1", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END2", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END3", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END4", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END5", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END6", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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}
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Intermission Inter_Underwater
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{
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Image
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{
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Background = "E2END", 0, "E2PAL"
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}
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GotoTitle
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{
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}
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}
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Intermission Inter_Demonscroll
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{
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Scroller
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{
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ScrollDirection = Up
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Background = "FINAL1"
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Background2 = "FINAL2"
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InitialDelay = 2
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Scrolltime = -600
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}
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}
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Intermission Inter_BuyStrife
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{
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Scroller
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{
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ScrollDirection = Left
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Background = "CREDIT"
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Background2 = "VELLOGO"
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InitialDelay = -230
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Scrolltime = -640
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}
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}
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Intermission Inter_Cast
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{
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Image
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{
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// This is only here to initialize the background and the music
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Background = "$bgcastcall"
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Time = -1
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Music = "$MUSIC_EVIL"
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}
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Link = Doom2Cast
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}
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Intermission Doom2Cast
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{
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Cast
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{
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CastClass = "Zombieman"
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CastName = "$CC_ZOMBIE"
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AttackSound = "Missile", 1, "grunt/attack"
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}
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Cast
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{
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CastClass = "ShotgunGuy"
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CastName = "$CC_SHOTGUN"
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AttackSound = "Missile", 1, "shotguy/attack"
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}
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Cast
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{
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CastClass = "ChaingunGuy"
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CastName = "$CC_HEAVY"
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AttackSound = "Missile", 1, "chainguy/attack"
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AttackSound = "Missile", 2, "chainguy/attack"
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AttackSound = "Missile", 3, "chainguy/attack"
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}
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Cast
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{
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CastClass = "DoomImp"
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CastName = "$CC_IMP"
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AttackSound = "Missile", 2, "imp/attack"
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}
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Cast
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{
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CastClass = "Demon"
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CastName = "$CC_DEMON"
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AttackSound = "Melee", 1, "demon/melee"
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}
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Cast
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{
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CastClass = "LostSoul"
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CastName = "$CC_LOST"
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AttackSound = "Missile", 1, "skull/melee"
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}
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Cast
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{
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CastClass = "Cacodemon"
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CastName = "$CC_CACO"
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AttackSound = "Missile", 1, "caco/attack"
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}
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Cast
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{
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CastClass = "HellKnight"
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CastName = "$CC_HELL"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "BaronOfHell"
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CastName = "$CC_BARON"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "Arachnotron"
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CastName = "$CC_ARACH"
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AttackSound = "Missile", 1, "baby/attack"
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}
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Cast
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{
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CastClass = "PainElemental"
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CastName = "$CC_PAIN"
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AttackSound = "Missile", 2, "skull/melee"
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}
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Cast
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{
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CastClass = "Revenant"
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CastName = "$CC_REVEN"
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AttackSound = "Missile", 1, "skeleton/attack"
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AttackSound = "Melee", 1, "skeleton/swing"
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AttackSound = "Melee", 3, "skeleton/melee"
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}
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Cast
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{
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CastClass = "Fatso"
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CastName = "$CC_MANCU"
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AttackSound = "Missile", 1, "fatso/attack"
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AttackSound = "Missile", 4, "fatso/attack"
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AttackSound = "Missile", 7, "fatso/attack"
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}
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Cast
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{
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CastClass = "Archvile"
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CastName = "$CC_ARCH"
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AttackSound = "Missile", 1, "vile/start"
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}
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Cast
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{
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CastClass = "SpiderMastermind"
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CastName = "$CC_SPIDER"
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AttackSound = "Missile", 1, "spider/attack"
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AttackSound = "Missile", 2, "spider/attack"
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}
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Cast
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{
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CastClass = "Cyberdemon"
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CastName = "$CC_CYBER"
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AttackSound = "Missile", 1, "weapons/rocklf"
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AttackSound = "Missile", 3, "weapons/rocklf"
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AttackSound = "Missile", 5, "weapons/rocklf"
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}
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Cast
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{
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CastClass = "DoomPlayer"
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CastName = "$CC_HERO"
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AttackSound = "Missile", 0, "weapons/sshotf"
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}
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Link = Doom2Cast // restart cast call
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}
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Intermission Inter_Chess
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{
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Fader
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{
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Music = "Hall"
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Background = "FINALE1"
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Time = 2
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FadeType = FadeIn
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}
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TextScreen
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{
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Background = "FINALE1"
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TextSpeed = 3
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TextLump = "win1msg"
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Time = -250
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}
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TextScreen
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{
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Music = "Orb"
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Background = "FINALE2"
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TextSpeed = 3
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TextLump = "win2msg"
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Time = -250
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}
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Fader
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{
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Background = "FINALE2"
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Time = 2
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FadeType = FadeOut
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}
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Fader
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{
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Music = "Chess"
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Background = "FINALE3"
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DrawConditional = "Multiplayer", "CHESSALL", 20, 0
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DrawConditional = "ClericPlayer", "CHESSC", 60, 0
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DrawConditional = "MagePlayer", "CHESSM", 60, 0
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Time = 2
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FadeType = FadeIn
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}
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TextScreen
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{
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Background = "FINALE3"
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DrawConditional = "Multiplayer", "CHESSALL", 20, 0
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DrawConditional = "ClericPlayer", "CHESSC", 60, 0
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DrawConditional = "MagePlayer", "CHESSM", 60, 0
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TextSpeed = 3
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TextLump = "win3msg"
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Position = 5, 135
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}
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}
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