Editing Parameterized linedef specials

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The parameterized linedefs types are Hexen-like action specials with arguments, whose purpose is to be more customizable than the Boom generalized types. When mapping in UDMF, you have to use these parameterized specials instead of the classic parameter-less ones. They're also used in Hexen format maps (which is necessary when Hexen is going to be supported in Eternity), though Hexen format is not recommended or fully supported for other maps than vanilla Hexen in Eternity. To use parameterized specials in classic (Doom) format maps, provide an [[ExtraData]] lump by attaching it via [[MapInfo|EMAPINFO]] to the map. [[ACS]] scripts can also call parameterized specials. They're meant to be as compatible as possible with the ZDoom implementation, so minimal changes to zspecial.acs are needed, though Eternity may have extensions of its own. Most likely however the base zspecial.acs is going to be updated for Eternity. Parameters are only limited to 0-255 in the Hexen format (and some specials may have some legacy workarounds for that interval), but otherwise they're in the normal integer range for other environments (UDMF, ExtraData, ACS). Some specials have never been added to ExtraData, because of their mere purpose being to work under the limits of the Hexen map format.
The parameterized linedefs types are Hexen-like action specials with arguments, whose purpose is to be more customizable than the Boom generalized types. Currently they can be implemented by using [[ExtraData]] lumps attached via [[MapInfo|EMAPINFO]] to each map. Their parameters aren't limited to 0-255 as it is the case with the Hexen map format. They share names with the ACS functions that will be implemented once the Hexen and [[UDMF]] map formats are supported.
 
Each parameterized line special has a name and two associated numbers: one for UDMF, ACS and Hexen formats, and another one for ExtraData support, set this way to avoid conflicts with classic Boom specials (since it's possible to use their number in the editor instead of the 270 "ExtraData special"). If you only see one number mentioned in the documentation, then it's the UDMF number (for ExtraData it's preferred to use the names).
 
'''IMPORTANT''': all ''reserved'' parameters must be set to 0. Failure to do so will result in your maps being broken in later Eternity versions! Also, for "flag" arguments, do not add or provide other values than in the intended range, for the same reason.


Each parameterized line special has a number and a mnemonic.
{{Backto|Linedef types}}
{{Backto|Linedef types}}
==General info==
All sector tags, unless otherwise specified, have a special meaning if 0: that means to affect the sector behind the trigger linedef (like regular doors in vanilla Doom).


Thing tags (TIDs) have special meaning for values 0 and negative: 0 means activator, and -1 to -4 mean to affect players 1 to 4 (if present). '''Consider other negative values reserved''' and do not use them in your maps.
=Doors=
==Specials==
*300:'''Door_Raise'''(''tag'', ''speed'', ''delay'', ''light_tag'')
===Doors===
*301:'''Door_Open'''(''tag'', ''speed'', ''light_tag'')
{|class="wikitable sortable"
*302:'''Door_Close'''(''tag'', ''speed'', ''light_tag'')
! UDMF #
*303:'''Door_CloseWaitOpen'''(''tag'', ''speed'', ''delay'', ''light_tag'')
! ExtraData #
*304:'''Door_WaitRaise'''(''tag'', ''speed'', ''delay'', ''timeoffset'', ''light_tag'')
! Name
*305:'''Door_WaitClose'''(''tag'', ''speed'', ''timeoffset'', ''light_tag'')
! Args
! Summary
|-
|| 10 || 302 || [[Door_Close]] || ''tag'', ''speed'', ''light_tag'' || Closes a door.
|-
|| 11 || 301 || [[Door_Open]] || ''tag'', ''speed'', ''light_tag'' || Opens a door.
|-
|| 12 || 300 || [[Door_Raise]] || ''tag'', ''speed'', ''delay'', ''light_tag'' || Opens a door temporarily.
|-
|| 13 || 429 || [[Door_LockedRaise]] || ''tag'', ''speed'', ''delay'', ''lock'', ''light_tag'' || Opens a locked door.
|-
|| 105 || 304 || [[Door_WaitRaise]] || ''tag'', ''speed'', ''delay'', ''timeoffset'', ''light_tag'' || Opens a door temporarily after a delay.
|-
|| 106 || 305 || [[Door_WaitClose]] || ''tag'', ''speed'', ''timeoffset'', ''light_tag'' || Closes a door after a delay.
|-
|| 249 || 303 || [[Door_CloseWaitOpen]] || ''tag'', ''speed'', ''delay_octics'', ''light_tag'' || Closes a door, waits a bit, then opens it back.
|}
:''tag'': Tag of sector to affect. If it's 0, then the sector behind the linedef will be activated, if applicable.
:''tag'': Tag of sector to affect. If it's 0, then the sector behind the linedef will be activated, if applicable.
:''speed'': How fast, in eights of units per tic, the door should move. Doom normal doors are as fast as 16, and blazing doors are 64.
:''speed'': How fast, in eights of units per tic, the door should move. Doom normal doors are as fast as 16, and blazing doors are 64.
:''delay'': Time in tics (1/35 seconds) for the door before it returns to its opposite movement.
:''delay'': Time in tics (1/35 seconds) for the door before it returns to its opposite movement.
:''delay_octics'': Delay, but expressed in octics, which is eighths of second (i.e. 8 octics = 1 second).
:''timeoffset'': Time in tics before the door activates.
:''timeoffset'': Time in tics before the door activates.
:''light_tag'': Sector tag to receive light changes to maximum or minimum neighbor depending on whether the door is closed or opened.
:''light_tag'': Sector tag to receive light changes to maximum or minimum neighbor depending on whether the door is closed or opened.
:''lock'': One of the [[lock identifiers]] to specify the key or set of keys.


===Floor movement, earthquake===
=Floor movement, earthquake=
{|class="wikitable sortable"
*306:Floor_RaiseToHighest ( tag, speed, change, crush )
! UDMF #
*307:Floor_LowerToHighest ( tag, speed, change )
! ExtraData #
*308:Floor_RaiseToLowest ( tag, change, crush )
! Name
*309:Floor_LowerToLowest ( tag, speed, change )
! Arg1
*310:Floor_RaiseToNearest ( tag, speed, change, crush )
! Arg2
*311:Floor_LowerToNearest ( tag, speed, change )
! Arg3
*312:Floor_RaiseToLowestCeiling ( tag, speed, change, crush )
! Arg4
*313:Floor_LowerToLowestCeiling ( tag, speed, change )
! Arg5
*314:Floor_RaiseToCeiling ( tag, speed, change, crush )
! Description
*315:Floor_RaiseByTexture ( tag, speed, change, crush )
|-
*316:Floor_LowerByTexture ( tag, speed, change )
|| 20 || 318 || [[Floor_LowerByValue]] || ''tag'' || ''speed'' || ''height'' || ''change'' ||
*317:Floor_RaiseByValue ( tag, speed, height, change, crush )
|-
*318:Floor_LowerByValue ( tag, speed, height, change )
|| 21 || 309 || [[Floor_LowerToLowest]] || ''tag'' || ''speed'' || ''change'' || ||
*319:Floor_MoveToValue ( tag, speed, height, change, crush )
|-
*320:Floor_RaiseInstant ( tag, height, change, crush )
|| 22 || 311 || [[Floor_LowerToNearest]] || ''tag'' || ''speed'' || ''change'' || ||
*321:Floor_LowerInstant ( tag, height, change )
|-
*322:Floor_ToCeilingInstant ( tag, change, crush )
|| 23 || 317 || [[Floor_RaiseByValue]] || ''tag'' || ''speed'' || ''height'' || ''change'' || ''crush''
:Most of these are self-explanatory. The first six functions move the floor relative to the neighbor ''floor'' and the next two to the neighbor ceiling. The 'ByTexture' types move by the shortest lower texture's height. Parameters follow -
|-
:*tag - the target sector(s) tag. If set to 0, it will target the sector beyond the triggering linedef, like how manual doors work.
|| 24 || 306 || [[Floor_RaiseToHighest]] || ''tag'' || ''speed'' || ''change'' || ''crush'' ||
:*speed - speed in eights of units per tic. As a reference most of the Doom regular type floors move by 8.
|-
:*change - 0 : No texture or type change.
|| 25 || 310 || [[Floor_RaiseToNearest]] || ''tag'' || ''speed'' || ''change'' || ''crush'' ||
|-
|| 28 || 451 || [[Floor_RaiseAndCrush]] || tag || speed || crush || ||
|-
|| 35 || - || [[Floor_RaiseByValueTimes8]] || ''tag'' || ''speed'' || ''height'' || ''change'' || ''crush''
|-
|| 36 || - || [[Floor_LowerByValueTimes8]] || ''tag'' || ''speed'' || ''height'' || ''change'' ||
|-
|| 37 || 319 || [[Floor_MoveToValue]] || ''tag'' || ''speed'' || ''height'' || ''neg'' || ''change''
|-
|| 46 || 452 || [[Floor_CrushStop]] || ''tag'' || || || || || Stops crushing floor movement.
|-
|| 66 || 321 || [[Floor_LowerInstant]] || ''tag'' || - || ''height'' || ''change'' || || Lowers floor instantly.
|-
|| 67 || 320 || [[Floor_RaiseInstant]] || ''tag'' || - || ''height'' || ''change'' || ''crush'' || Raises floor instantly.
|-
|| 68 || - || [[Floor_MoveToValueTimes8]] || ''tag'' || ''speed'' || ''height'' || ''neg'' || ''change''
|-
|| 120 || 375 || [[Radius_Quake]] || intensity || duration || damage radius || tremor radius || foci tid
|-
|| 138 || 397 || [[Floor_Waggle]] || tag || height || speed || offset || timer
|-
|| 200 || 464 || [[Generic_Floor]] || tag || speed || height || target || flags || Boom-like generalized floor.
|-
|| 228 || 475 || [[Plat_RaiseAndStayTx0]] || tag || speed || lock out || || || Variation of [[Floor_RaiseToNearest]].
|-
|| 230 || 476 || [[Plat_UpByValueStayTx]] || tag || speed || height || || || Variation of [[Floor_RaiseByValue]]
|-
|| 231 || 487 || [[Plat_ToggleCeiling]] || tag || || || || || Toggles floor between ceiling and initial position.
|-
|| 235 || 466 || [[Floor_TransferTrigger]] || ''tag'' || || || ||
|-
|| 236 || 467 || [[Floor_TransferNumeric]] || ''tag'' || || || ||
|-
|| 238 || 312 || [[Floor_RaiseToLowestCeiling]] || ''tag'' || ''speed'' || ''change'' || ''crush'' || ''gap''
|-
|| 240 || 315 || [[Floor_RaiseByTexture]] || ''tag'' || ''speed'' || ''change'' || ''crush'' ||
|-
|| 242 || 416 || [[Floor_LowerToHighest]] || ''tag'' || ''speed'' || ''adjust'' || ''force_adjust'' ||
|-
|| 250 || 431 || [[Floor_Donut]] || pillar tag || pillar speed || pool speed || ||
|-
|| 256 || 307 || [[Floor_LowerToHighestEE]] || ''tag'' || ''speed'' || ''change'' || ||
|-
|| 257 || 308 || [[Floor_RaiseToLowest]] || ''tag'' || ''change'' || ''crush'' || || || Instantly lower floor to lowest neighbour.
|-
|| 258 || 313 || [[Floor_LowerToLowestCeiling]] || ''tag'' || ''speed'' || ''change'' || || || Lower floor to lowest ceiling.
|-
|| 259 || 314 || [[Floor_RaiseToCeiling]] || ''tag'' || ''speed'' || ''change'' || ''crush'' || ''gap'' || Raise floor to ceiling.
|-
|| 260 || 322 || [[Floor_ToCeilingInstant]] || ''tag'' || ''change'' || ''crush'' || ''gap'' || || Raise floor to ceiling instantly.
|-
|| 261 || 316 || [[Floor_LowerByTexture]] || ''tag'' || ''speed'' || ''change'' || || || Lower floor by shortest lower texture.
|-
|}
*397:'''Floor_Waggle''' ( tag, height, speed, offset, timer )
:This special implements the sinusoidal floor motion from Hexen. Its tag and speed parameters bear similar properties to the other floor specials, but -
:*height - waggle amplitude in 1/8 units
:*offset - phase offset; how much to delay the waggle in relation to others (0 to 63, in byte angles)
:*timer - time in seconds the waggle lasts. Zero means permanent
*375:'''Radius_Quake''' (intensity, duration, damageradius, quakeradius, tid)
:This special implements the earthquake effect, centred on the map spot with the given ''tid'', with user-selectable intensity, duration and separate thing damage radius and tremor radius (both being multiplied with 64).
*451:'''Floor_RaiseAndCrush'''(''tag'', ''speed'', ''crush'')
:This one is for Hexen compatibility. Please use '''Floor_RaiseToCeiling''' or '''Floor_RaiseToLowestCeiling''' instead.
====See also====
*[[Floor movement classic specials]]: for the Doom format variants.
 
===Plats, lifts===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
! Description
|-
|| 60 || 410 || [[Plat_PerpetualRaise]] || tag || speed || delay || || || Perpetual lift with lip of 8
|-
|| 61 || 411 || [[Plat_Stop]] || tag || stop_mode || || ||
|-
|| 62 || 412 || [[Plat_DownWaitUpStay]] || tag || speed || delay || ||
|-
|| 63 || 413 || [[Plat_DownByValue]] || tag || speed || delay || height ||
|-
|| 64 || 414 || [[Plat_UpWaitDownStay]] || tag || speed || delay || ||
|-
|| 65 || 415 || [[Plat_UpByValue]] || tag || speed || delay || height ||
|-
|| 203 || 501 || [[Generic_Lift]] || tag || speed || delay || type || height ||
|-
|| 206 || 488 || [[Plat_DownWaitUpStayLip]] || tag || speed || delay || lip ||
|-
|| 207 || 489 || [[Plat_PerpetualRaiseLip]] || tag || speed || delay || lip ||
|}
*207 (489) '''Plat_PerpetualRaiseLip'''(''tag'', ''speed'', ''delay'', ''lip'')
:Like '''Plat_PerpetualRaise''', but lets you choose a "lip" (distance from lowest adjacent floor to move down to). If ''lip'' is 0, it will work like classic Doom perpetual plats.
*61 (411) '''Plat_Stop'''(''tag'', ''stop_mode'')
:Pauses or stops a perpetual platform from moving. The behavior depends on ''stop_mode'':
:*1: the platform will be merely suspended. It will only be retriggerable by other '''Plat_PerpetualRaise''' or '''Plat_PerpetualRaiseLip''' (or in Doom-format maps, by similar specials), continuing from the exact same state it stopped.
:*2: the platform movement will be stopped at the current position. It will be retriggerable by any other special. If restarted by '''Plat_PerpetualRaise''' or '''Plat_PerpetualRaiseLip''' it may not remember the last state.
:*0 (default): will act based on compatibility with current game mode. On Doom/Heretic/Hexen, it will act like mode 1, while in Hexen it will act like mode 2.
*62 (412) '''Plat_DownWaitUpStay'''(''tag'', ''speed'', ''delay'')
:Lowers the plat as a lift to the lowest adjacent floor '''plus 8 units'''. Use '''Plat_DownWaitUpStayLip''' with 0 lip if you want classic Doom-like lifts.
*206 (488) '''Plat_DownWaitUpStayLip'''(''tag'', ''speed'', ''delay'', ''lip'')
:Like '''Plat_DownWaitUpStay''' but with settable ''lip''.
*63 (413) '''Plat_DownByValue'''(''tag'', ''speed'', ''delay'', ''height'')
:Lowers a lift by an absolute ''height'', '''multiplied by 8'''. It will rise back after ''delay'' tics.
*64 (414) '''Plat_UpWaitDownStay'''(''tag'', ''speed'', ''delay'')
:Raises a lift to the highest neighbor floor. It will lower back after ''delay'' tics.
*65 (415) '''Plat_UpByValue'''(''tag'', ''speed'', ''delay'', ''height'')
:Raises a lift by an absolute ''height'', '''multiplied by 8'''. It will lower back after ''delay'' tics.
*231 (487) '''Plat_ToggleCeiling'''(''tag'')
:Toggles a floor between the default position and touching the ceiling. It will be left busy after that.
 
===Elevators===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 95 || 453 || [[FloorAndCeiling_LowerByValue]] || ''tag'' || ''speed'' || ''height'' || ||
|-
|| 96 || 454 || [[FloorAndCeiling_RaiseByValue]] || ''tag'' || ''speed'' || ''height'' || ||
|-
|| 245 || 458 || [[Elevator_RaiseToNearest]] || ''tag'' || ''speed'' || || ||
|-
|| 246 || 460 || [[Elevator_MoveToFloor]] || ''tag'' || ''speed'' || || ||
|-
|| 247 || 459 || [[Elevator_LowerToNearest]] || ''tag'' || ''speed'' || || ||
|}
 
===Ceiling movement===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 38 || 500 || [[Ceiling_Waggle]] || tag || height || speed || offset || timer
|-
|| 40 || 336 || [[Ceiling_LowerByValue]] || tag || speed || height || change || crush
|-
|| 41 || 335 || [[Ceiling_RaiseByValue]] || tag || speed || height || change ||
|-
|| 42 || 432 || [[Ceiling_CrushAndRaise]] || tag || speed || crush || crush mode ||
|-
|| 43 || 435 || [[Ceiling_LowerAndCrush]] || tag || speed || crush || crush mode ||
|-
|| 44 || 433 || [[Ceiling_CrushStop]] || tag || stop mode || || ||
|-
|| 45 || 434 || [[Ceiling_CrushRaiseAndStay]] || tag || speed || crush || crush mode ||
|-
|| 47 || 337 || [[Ceiling_MoveToValue]] || tag || speed || height || negate || change
|-
|| 69 || - || [[Ceiling_MoveToValueTimes8]] || tag || speed || height || negate || change
|-
|| 97 || 436 || [[Ceiling_LowerAndCrushDist]] || tag || speed || crush || gap || crush mode
|-
|| 104 || 441 || [[Ceiling_CrushAndRaiseSilentDist]] || tag || gap || speed || damage || crush mode
|-
|| 168 || 437 || [[Ceiling_CrushAndRaiseDist]] || tag || gap || speed || damage || crush mode
|-
|| 192 || 330 || [[Ceiling_LowerToHighestFloor]] || tag || speed || change || crush || gap to floor
|-
|| 193 || 339 || [[Ceiling_LowerInstant]] || tag || - || height * 8 || change || crush
|-
|| 194 || 338 || [[Ceiling_RaiseInstant]] || tag || - || height * 8 || change ||
|-
|| 195 || 438 || [[Ceiling_CrushRaiseAndStayA]] || tag || down speed || up speed || damage || crush mode
|-
|| 196 || 439 || [[Ceiling_CrushAndRaiseA]] || tag || down speed || up speed || damage || crush mode
|-
|| 197 || 440 || [[Ceiling_CrushAndRaiseSilentA]] || tag || down speed || up speed || damage || crush mode
|-
|| 198 || - || [[Ceiling_RaiseByValueTimes8]] || tag || speed || height * 8 || change ||
|-
|| 199 || - || [[Ceiling_LowerByValueTimes8]] || tag || speed || height * 8 || change || crush
|-
|| 201 || 465 || [[Generic_Ceiling]] || tag || speed || height || target || flags
|-
|| 205 || 443 || [[Generic_Crusher]] || tag || down speed || up speed || silent || damage
|-
|| 252 || 325 || [[Ceiling_RaiseToNearest]] || tag || speed || change || ||
|-
|| 253 || 328 || [[Ceiling_LowerToLowest]] || tag || speed || change || crush ||
|-
|| 254 || 332 || [[Ceiling_LowerToFloor]] || tag || speed || change || crush || gap
|-
|| 255 || 442 || [[Ceiling_CrushRaiseAndStaySilA]] || tag || down speed || up speed || damage || crush mode
|-
|| 262 || 323 || [[Ceiling_RaiseToHighest]] || tag || speed || change || ||
|-
|| 263 || 324 || [[Ceiling_ToHighestInstant]] || tag || change || crush || ||
|-
|| 264 || 326 || [[Ceiling_LowerToNearest]] || tag || speed || change || crush ||
|-
|| 265 || 327 || [[Ceiling_RaiseToLowest]] || tag || speed || change || ||
|-
|| 266 || 329 || [[Ceiling_RaiseToHighestFloor]] || tag || speed || change || ||
|-
|| 267 || 331 || [[Ceiling_ToFloorInstant]] || tag || change || crush || gap ||
|-
|| 268 || 333 || [[Ceiling_RaiseByTexture]] || tag || speed || change || ||
|-
|| 269 || 334 || [[Ceiling_LowerByTexture]] || tag || speed || change || crush ||
|}
*323:'''Ceiling_RaiseToHighest'''      ( tag, speed, change               )
*324:'''Ceiling_ToHighestInstant'''    ( tag, change, crush               )
*325:'''Ceiling_RaiseToNearest'''      ( tag, speed, change               )
*326:'''Ceiling_LowerToNearest'''      ( tag, speed, change, crush         )
*327:'''Ceiling_RaiseToLowest'''      ( tag, speed, change               )
*328:'''Ceiling_LowerToLowest'''      ( tag, speed, change, crush         )
*329:'''Ceiling_RaiseToHighestFloor''' ( tag, speed, change               )
*330:'''Ceiling_LowerToHighestFloor''' ( tag, speed, change, crush, gap    )
*331:'''Ceiling_ToFloorInstant'''      ( tag, change, crush, gap          )
*332:'''Ceiling_LowerToFloor'''        ( tag, speed, change, crush, gap    )
*333:'''Ceiling_RaiseByTexture'''      ( tag, speed, change               )
*334:'''Ceiling_LowerByTexture'''      ( tag, speed, change, crush         )
*335:'''Ceiling_RaiseByValue'''        ( tag, speed, height, change       )
*336:'''Ceiling_LowerByValue'''        ( tag, speed, height, change, crush )
*337:'''Ceiling_MoveToValue'''        ( tag, speed, height, change, crush )
*338:'''Ceiling_RaiseInstant'''        ( tag, height, change               )
*339:'''Ceiling_LowerInstant'''        ( tag, height, change, crush       )
:Values for these specials:
:*tag: Tag of the sector(s) to affect. A tag of zero means to affect the sector on the second side of the line.
:*speed: Speed of ceiling in eighths of a unit per tic.
:*change: This parameter takes the following values:
::0 : No texture or type change.
::1 : Copy texture, zero type; trigger model.
::1 : Copy texture, zero type; trigger model.
::2 : Copy texture, zero type; numeric model.
::2 : Copy texture, zero type; numeric model.
Line 309: Line 45:
::5 : Copy texture and type; trigger model.
::5 : Copy texture and type; trigger model.
::6 : Copy texture and type; numeric model.
::6 : Copy texture and type; numeric model.
:*crush: Amount of crushing damage ceiling inflicts at each crushing event (when gametic % 4 = 0). If this amount is less than or equal to zero, no crushing damage is done.
:*crush - nonzero if to crush, and by how much damage per each event. Regular Doom crushers have 10 damage.
:*height: An integer number of units, either the amount to move the floor by or the exact z coordinate to move the floor toward. Negative numbers are valid for the latter case.
:*height - integer value specifying how much to move the floor, or which is the absolute destination Z coordinate to move it.
:*gap: Distance to keep from the destination. Useful if crush is nonzero
*397:Floor_Waggle ( tag, height, speed, offset, timer )
*465:'''Generic_Ceiling'''(''tag'', ''speed'', ''height'', ''target'', ''flag'')
:This special implements the sinusoidal floor motion from Hexen. Its tag and speed parameters bear similar properties to the other floor specials, but -
:See '''Generic_Floor''' for an explanation of parameters.
:*height - waggle amplitude in 1/8 units
 
:*offset - phase offset; how much to delay the waggle in relation to others (0 to 63, in byte angles)
====Crushing ceilings====
:*timer - time in seconds the waggle lasts. Zero means permanent
There are some crushing ceilings available now. Some originate from Hexen while others are extensions from ZDoom. ZDoom compatibility is considered where relevant. For all specials where it applies, ''crushmode'' can take one of these values:
*375:Radius_Quake (intensity, duration, damageradius, quakeradius, tid)
*0: compatibility. Act like it would do in ZDoom. This means that in Doom the crusher keeps pushing into the things it crushes, while in Hexen it stays on position while dealing damage. And if the game is Doom, the special has "Dist" in the name and the speed is set to 8, it will also slow down to speed 1 when crushing.
:This special implements the earthquake effect, centred on the map spot with the given ''tid'', with user-selectable intensity, duration and separate thing damage radius and tremor radius (both being multiplied with 64).
*1: Doom mode without slowdown. Same as classic Doom's fast crushers.
*2: Hexen mode. It will rest in position while crushing.
=Ceiling movement=
*3: Doom mode with slowdown. Same as classic Doom's slow crushers. Currently the crushing speed is hardcoded to 1.
------------------------------------------------------------------------------
The specials are the following. Take care that Ceiling_CrushAndRaise is mainly for Hexen compatibility: it will rise at half the speed it lowers. For Doom-like crushers use Ceiling_CrushAndRaiseA (all "A" crushers let you specify the rising speed) or Ceiling_CrushAndRaiseDist (all "Dist" crushers rise at the same speed as they lower, but instead let you specify the gap size to the ground). Finally, Generic_Crusher aims to act like the Boom crushers, having the following particularities: it will slow down when crushing if speed is less than 24, and it will be totally silent if specified in the parameter (won't even make clunk noises).
#    Function                          ExtraData Name
*432: Ceiling_CrushAndRaise(tag, speed, damage, crushmode)
*439: Ceiling_CrushAndRaiseA(tag, down_speed, up_speed, damage, crushmode)
323  Up to Highest Neighbor Ceiling    Ceiling_RaiseToHighest
*440: Ceiling_CrushAndRaiseSilentA(tag, down_speed, up_speed, damage, crushmode)
324  Up to HnC Instant                  Ceiling_ToHighestInstant
*437: Ceiling_CrushAndRaiseDist(tag, ground_distance, speed, damage, crushmode)
325  Up to Nearest Neighbor Ceiling    Ceiling_RaiseToNearest
*441: Ceiling_CrushAndRaiseSilentDist(tag, ground_distance, speed, damage, crushmode)
326  Down to Nearest Neighbor Ceiling  Ceiling_LowerToNearest
*434: Ceiling_CrushAndRaiseAndStay(tag, speed, damage, crushmode)
327  Up to Lowest Neighbor Ceiling      Ceiling_RaiseToLowest
*438: Ceiling_CrushAndRaiseAndStayA(tag, down_speed, up_speed, damage, crushmode)
328  Down to Lowest Neighbor Ceiling    Ceiling_LowerToLowest
*442: Ceiling_CrushAndRaiseAndStaySilA(tag, down_speed, up_speed, damage, crushmode)
329  Up to Highest Neighbor Floor      Ceiling_RaiseToHighestFloor
*435: Ceiling_LowerAndCrush(tag, speed, damage, crushmode)
330  Down to Highest Neighbor Floor    Ceiling_LowerToHighestFloor
*436: Ceiling_LowerAndCrushDist(tag, speed, damage, ground_distance, crushmode)
331  Down to Floor Instant              Ceiling_ToFloorInstant
*433: Ceiling_CrushStop(tag, stop_mode)
332  Down to Floor                      Ceiling_LowerToFloor
:*stop_mode can be: 0 (compatibility), 1 (Doom: pause crusher), 2 (Hexen: remove crusher and release the ceiling)
333  Up Abs Shortest Upper Texture      Ceiling_RaiseByTexture
*443: Generic_Crusher(tag, down_speed, up_speed, silent, damage)
334  Down Abs Shortest Upper Texture    Ceiling_LowerByTexture
 
335  Up Absolute Param                  Ceiling_RaiseByValue
===Stair building===
336  Down Absolute Param                Ceiling_LowerByValue
{|class="wikitable sortable"
337  To Absolute Height                Ceiling_MoveToValue
! UDMF #
338  Up Absolute Param, Instant        Ceiling_RaiseInstant
! DOOM Format #
339  Down Absolute Param, Instant      Ceiling_LowerInstant
! Name
! Arg1
Parameters
! Arg2
---------------------------------------------------------------
! Arg3
Ceiling_RaiseToHighest      tag, speed, change
! Arg4
Ceiling_ToHighestInstant    tag, change, crush
! Arg5
Ceiling_RaiseToNearest      tag, speed, change
|-
Ceiling_LowerToNearest      tag, speed, change, crush
|| 204 || 502 || [[Generic_Stairs]] || ''tag'' || ''speed'' || ''height'' || ''flags'' || ''reset''
Ceiling_RaiseToLowest        tag, speed, change
|-
Ceiling_LowerToLowest        tag, speed, change, crush
|| 217 || 340 || [[Stairs_BuildUpDoom]] || ''tag'' || ''speed'' || ''stepsize'' || ''delay'' || ''reset''
Ceiling_RaiseToHighestFloor  tag, speed, change
|-
Ceiling_LowerToHighestFloor  tag, speed, change, crush
|| 270 || 341 || [[Stairs_BuildDownDoom]] || ''tag'' || ''speed'' || ''stepsize'' || ''delay'' || ''reset''
Ceiling_ToFloorInstant      tag, change, crush
|-
Ceiling_LowerToFloor        tag, speed, change, crush
|| 271 || 342 || [[Stairs_BuildUpDoomSync]] || ''tag'' || ''speed'' || ''stepsize'' || ''reset'' ||
Ceiling_RaiseByTexture      tag, speed, change
|-
Ceiling_LowerByTexture      tag, speed, change, crush
|| 272 || 343 || [[Stairs_BuildDownDoomSync]] || ''tag'' || ''speed'' || ''stepsize'' || ''reset'' ||
Ceiling_RaiseByValue        tag, speed, height, change
|}
Ceiling_LowerByValue        tag, speed, height, change, crush
Ceiling_MoveToValue          tag, speed, height, change, crush
Ceiling_RaiseInstant        tag, height, change
Ceiling_LowerInstant        tag, height, change, crush
Values
---------------------------------------------------------------
tag    : Tag of the sector(s) to affect. A tag of zero means to
          affect the sector on the second side of the line.
speed  : Speed of ceiling in eighths of a unit per tic.
change : This parameter takes the following values:
          0 : No texture or type change.
          1 : Copy texture, zero type; trigger model.
          2 : Copy texture, zero type; numeric model.
          3 : Copy texture, preserve type; trigger model.
          4 : Copy texture, preserve type; numeric model.
          5 : Copy texture and type; trigger model.
          6 : Copy texture and type; numeric model.
crush  : Amount of crushing damage ceiling inflicts at each
          crushing event (when gametic % 4 = 0). If this
          amount is less than or equal to zero, no crushing
          damage is done.
height : An integer number of units, either the amount to
          move the floor by or the exact z coordinate to move
          the floor toward. Negative numbers are valid for
          the latter case.
  ------------------------------------------------------------------------------  
  ------------------------------------------------------------------------------  
=Stair building=
------------------------------------------------------------------------------
#    Function                            ExtraData Name
340  Build stairs up, DOOM method        Stairs_BuildUpDoom
341  Build stairs down, DOOM method      Stairs_BuildDownDoom
342  Build stairs up sync*, DOOM method  Stairs_BuildUpDoomSync
343  Build stairs dn sync*, DOOM method  Stairs_BuildDownDoomSync
  * Synchronized stairs have each step move at a different speed so that all the
  * Synchronized stairs have each step move at a different speed so that all the
   steps reach the destination height at the same time. This stair building
   steps reach the destination height at the same time. This stair building
   style is only available with these parameterized line types.  
   style is only available with these parameterized line types.  
Parameters
---------------------------------------------------------------
Stairs_BuildUpDoom        tag, speed, stepsize, delay, reset
Stairs_BuildDownDoom      tag, speed, stepsize, delay, reset
Stairs_BuildUpDoomSync    tag, speed, stepsize, reset
Stairs_BuildDownDoomSync  tag, speed, stepsize, reset
   
   
  Values
  Values
Line 382: Line 160:
             building action but in the reverse direction. If
             building action but in the reverse direction. If
             zero, the stairs will never reset.
             zero, the stairs will never reset.
------------------------------------------------------------------------------
=PolyObject control=
  ------------------------------------------------------------------------------
  ------------------------------------------------------------------------------
 
#   Function                            ExtraData Name  
===Polyobjects===
{|class="wikitable sortable"
348 Marks first line in PolyObject*    Polyobj_StartLine
! UDMF #
349 Explicitly includes a line*        Polyobj_ExplicitLine
! DOOM Format #
350  Open PolyObject as sliding door    Polyobj_DoorSlide
! Name
351 Open PolyObject as swinging door    Polyobj_DoorSwing
! Arg1
352  Move PolyObject in xy plane        Polyobj_Move
! Arg2
353  Move PolyObject w/override**        Polyobj_OR_Move
! Arg3
354  Rotate PolyObject right            Polyobj_RotateRight
! Arg4
355  Rotate PolyObject right w/override  Polyobj_OR_RotateRight
! Arg5
356  Rotate PolyObject left              Polyobj_RotateLeft
|-
357 Rotate PolyObject left w/override  Polyobj_OR_RotateLeft  
|| 1 || 348 || [[Polyobj_StartLine]] || id || mirror id || sound sequence || ||
|-
* There are two different methods of creating a PolyObject. In the first,
|| 2 || 356 || [[Polyobj_RotateLeft]] || id || speed || rotation || ||
  the "first" line is given the Polyobj_StartLine special, and subsequent
|-
  lines are added to the PolyObject by following segs from vertex to vertex.
|| 3 || 354 || [[Polyobj_RotateRight]] || id || speed || rotation || ||
  To use this, all the lines around the PolyObject must run in the same
|-
  direction, and the last line must end at the same vertex which starts the
|| 4 || 352 || [[Polyobj_Move]] || id || speed || angle || distance ||
  first line (in other words, it must be closed).
|-
 
|| 5 || 349 || [[Polyobj_ExplicitLine]] || id || line index || mirror id || sound sequence ||
  With the second method, every line to be included must be given the
|-
  Polyobj_ExplicitLine special and must be given a linenum param which is
|| 6 || - || [[Polyobj_MoveTimes8]] || id || speed || angle || distance ||
  unique amongst all lines that will added to that polyobject. Polyobjects
|-
  of this sort should also be closed for proper rendering, but the game
|| 7 || 351 || [[Polyobj_DoorSwing]] || id || speed || rotation || delay ||
  engine cannot and will not verify that this is the case.
|-
 
|| 8 || 350 || [[Polyobj_DoorSlide]] || id || speed || angle || distance || delay
  Only PolyObjects created with the Polyobj_StartLine method can have other
|-
  line specials on the PolyObject's lines themselves.
|| 59 || 499 || [[Polyobj_OR_MoveToSpot]] || id || speed || [[TID]] || ||
|-
** Override types will take effect even if an action is already affecting the
|| 86 || 496 || [[Polyobj_MoveToSpot]] || id || speed || [[TID]] || ||
  specified polyobject. Normal actions will fail in this case.
|-
|| 87 || 474 || [[Polyobj_Stop]] || id || || || ||
Parameters
|-
------------------------------------------------------------------
|| 88 || 497 || [[Polyobj_MoveTo]] || id || speed || x || y ||
Polyobj_StartLine      polyobj_id, mirror_id, sndseq_id
|-
Polyobj_ExplicitLine    polyobj_id, linenum, mirror_id, sndseq_id
|| 89 || 498 || [[Polyobj_OR_MoveTo]] || id || speed || x || y ||
Polyobj_DoorSlide      polyobj_id, speed, angle, dist, delay
|-
Polyobj_DoorSwing      polyobj_id, aspeed, adist, delay
|| 90 || 357 || [[Polyobj_OR_RotateLeft]] || id || speed || rotation || ||
Polyobj_Move            polyobj_id, speed, angle, dist
|-
Polyobj_OR_Move        polyobj_id, speed, angle, dist
|| 91 || 355 || [[Polyobj_OR_RotateRight]] || id || speed || rotation || ||
Polyobj_RotateRight    polyobj_id, aspeed, adist
|-
Polyobj_OR_RotateRight  polyobj_id, aspeed, adist
|| 92 || 353 || [[Polyobj_OR_Move]] || id || speed || angle || distance ||
Polyobj_RotateLeft      polyobj_id, aspeed, adist
|-
Polyobj_OR_RotateLeft  polyobj_id, aspeed, adist
|| 93 || - || [[Polyobj_OR_MoveTimes8]] || id || speed || angle || distance ||
|}
Values
*1 (348) '''Polyobj_StartLine'''(''id'', ''mirror_id'', ''sequence_id'')
---------------------------------------------------------------
*5 (349) '''Polyobj_ExplicitLine(''id'', ''linenum'', ''mirror_id'', ''sequence_id'')
polyobj_id : ID number of the PolyObject of which this line is
:There are two different methods of creating a polyobject. In the first, the "first" line is given the '''Polyobj_StartLine''' special, and subsequent lines are added to the PolyObject by following segs from vertex to vertex. To use this, all the lines around the polyobject must run in the same direction, and the last line must end at the same vertex which starts the first line (in other words, it must be closed).
              a part. PolyObject ID numbers are defined in the
 
              angle field of their EEPolyObjSpawnSpot object
:With the second method, every line to be included must be given the '''Polyobj_ExplicitLine''' special and must be given a ''linenum'' param which is unique amongst all lines that will added to that polyobject. Polyobjects of this sort should also be closed for proper rendering, but the game engine cannot and will not verify that this is the case.
              (DoomEd numbers 9301 or 9302). Every PolyObject
              must be given a valid unique ID number greater
              than zero.
mirror_id  : The ID number of a PolyObject that wants to mirror
              every action that this PolyObject makes. This
              number cannot refer to the self-same PolyObject,
              nor should PolyObjects attempt to mirror each
              other in a cycle since this will create problems
              with override actions. Angle of motion is always
              reversed when applying an action to a mirroring
              PolyObject. If a mirror is already in motion for
              a non-override action, the mirror will not be
              affected even if the main object was moved. Mirror
              polyobjects can themselves define a mirror, and
              an action will affect all mirroring polyobjects
              in the chain.
sndseq_id  : Selects the EDF sound sequence this
              PolyObject uses when moving.
linenum    : For Polyobj_ExplicitLine only, specifies the
              order in which lines should be added to the
              PolyObject. Each line must have a number greater
              than zero which is unique within all lines that
              belong to that PolyObject. Although, unlike Hexen,
              there is no requirement that the numbers be in
              consecutive order or that they start at 1.
speed      : Linear speed of PolyObject motion in eighths of a
              unit per tic.
angle      : Byte angle of linear motion. *
dist      : Total linear distance to move in units.
delay      : Time to wait before closing in tics.
aspeed    : Byte angle specifying speed in degrees per tic. *
adist      : Byte angle specifying total angular distance to
              rotate. *, **
---------------------------------------------------------------
* Byte angles follow this system:
    0 =  0 degrees (East)
    64 =  90 degrees (North)
  128 = 180 degrees (West)
  192 = 270 degrees (South)
    
    
:Only polyobjects created with the '''Polyobj_StartLine''' method can have other line specials on the polyobject's lines themselves.
  To convert from degrees to byte angles, use the following calculation:
 
 
:''Mirror_id'' is the ID number of a PolyObject that wants to mirror every action that this PolyObject makes. This number cannot refer to the self-same PolyObject, nor should PolyObjects attempt to mirror each other in a cycle since this will create problems with override actions. Angle of motion is always reversed when applying an action to a mirroring PolyObject. If a mirror is already in motion for a non-override action, the mirror will not be affected even if the main object was moved. Mirror polyobjects can themselves define a mirror, and an action will affect all mirroring polyobjects in the chain.
  byteangle = (degrees * 256) / 360
*4 (352) '''Polyobj_Move'''(''id'', ''speed'', ''angle'', ''distance'')
:Slides a polyobject in the direction given in ''angle'' by ''distance''.
  Chop or round the result to an integer.
*6 '''Polyobj_MoveTimes8'''(''id'', ''speed'', ''angle'', ''distance'')
 
:Like '''Polyobj_Move''' but with ''distance'' multiplied by 8. Needed only for the Hexen format and supported for legacy reasons.
  Valid byte angles fall between 0 and 255, so adjust any angles less than
*2 (356) '''Polyobj_RotateLeft'''(''id'', ''speed'', ''distance'')
  0 or greater than or equal to 360 before performing this conversion.
:Rotates a polyobject counterclockwise by the ''distance'' [[byte angle]] difference. If ''distance'' is 0, it means 360 degrees. If ''distance'' is 255, it means perpetual spinning.
 
*3 (354) '''Polyobj_RotateRight'''(''id'', ''speed'', ''distance'')
** For the adist parameter to Polyobj_Rotate-type specials (excluding
:Rotates a polyobject clockwise by the ''distance'' [[byte angle]] difference. If ''distance'' is 0, it means 360 degrees. If ''distance'' is 255, it means perpetual spinning.
    Polyobj_DoorSwing), the values 0 and 255 have the following special
*92 (353) '''Polyobj_OR_Move'''(''id'', ''speed'', ''angle'', ''distance'')
    meanings:
:Like '''Polyobj_Move''', but overrides the current movement.
  0   == The PolyObject will rotate exactly 360 degrees.
*93 '''Polyobj_OR_MoveTimes8'''(''id'', ''speed'', ''angle'', ''distance'')
  255 == The PolyObject will rotate perpetually.
:Like '''Polyobj_MoveTimes8''', but overrides the current movement.
  All other byte angle values have their normal meaning.
*90 (357) '''Polyobj_OR_RotateLeft'''(''id'', ''speed'', ''distance'')
------------------------------------------------------------------------------
:Like '''Polyobj_RotateLeft''', but overrides the current movement.
*91 (355) '''Polyobj_OR_RotateRight'''(''id'', ''speed'', ''distance'')
=Pillar building=
:Like '''Polyobj_RotateRight''', but overrides the current movement.
*8 (350) '''Polyobj_DoorSlide'''(''id'', ''speed'', ''angle'', ''distance'', ''delay'')
:Slides a polyobject like a door which closes after a ''delay'' and deflects if it gets jammed.
*7 (351) '''Polyobj_DoorSwing'''(''id'', ''speed'', ''distance'', ''delay'')
:Swings a polyobject like a door which closes after a ''delay'' and deflects if it gets jammed. There are no special behaviors for setting ''distance'' to 0 or 255, unlike '''Polyobj_RotateLeft''' and derivatives.
*87 (474) '''Polyobj_Stop'''(''id'')
:Stops a polyobject from movement. It will then be free for other activations.
 
===Pillar building===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 29 || 362 || [[Pillar_Build]] || tag || speed || height || ||
|-
|| 30 || 364 || [[Pillar_Open]] || tag || speed || floor dist || ceil dist ||
|-
|| 94 || 363 || [[Pillar_BuildAndCrush]] || tag || speed || height || damage ||
|-
|| 251 || 468 || [[FloorAndCeiling_LowerRaise]] || tag || floor speed || ceiling speed || Boom emulation ||
|}
  ------------------------------------------------------------------------------
  ------------------------------------------------------------------------------
  #    Function                            ExtraData Name
  #    Function                            ExtraData Name
Line 489: Line 282:
  Parameters
  Parameters
  ---------------------------------------------------------------
  ---------------------------------------------------------------
  Pillar_Build                 tag, speed, height
  Pillar_Build             tag, speed, height
  Pillar_BuildAndCrush         tag, speed, height, crush
  Pillar_BuildAndCrush     tag, speed, height, crush
  Pillar_Open                   tag, speed, fdist, cdist
  Pillar_Open               tag, speed, fdist, cdist
   
   
  Values
  Values
Line 518: Line 311:
             ceiling.           
             ceiling.           
  ------------------------------------------------------------------------------
  ------------------------------------------------------------------------------
*[[FloorAndCeiling_LowerRaise]]
=ACS Scripts=
 
===ACS Scripts===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 80 || 365 || [[ACS_Execute]] || script || map || arg1 || arg2 || arg3
|-
|| 81 || 366 || [[ACS_Suspend]] || script || map || || ||
|-
|| 82 || 367 || [[ACS_Terminate]] || script || map || || ||
|-
|| 83 || 430 || [[ACS_LockedExecute]] || script || map || arg1 || arg2 || lock id
|-
|| 84 || 420 || [[ACS_ExecuteWithResult]] || script || arg1 || arg2 || arg3 || arg4
|-
|| 85 || 490 || [[ACS_LockedExecuteDoor]] || script || map || arg1 || arg2 || lock id
|-
|| 226 || 477 || [[ACS_ExecuteAlways]] || script || map || arg1 || arg2 || arg3
|}
{{zdoomwiki}}
Eternity supports ACS script calling.
Eternity supports ACS script calling.
*365:'''ACS_Execute'''(''scriptnum'', ''mapnum'', ''arg0'', ''arg1'', ''arg2'')
*365:'''ACS_Execute'''(''scriptnum'', ''mapnum'', ''arg0'', ''arg1'', ''arg2'')
Line 551: Line 317:
:If the specified script was previously executed but then suspended, then execution will begin at the point immediately after where it was suspended instead of starting over again at the beginning.
:If the specified script was previously executed but then suspended, then execution will begin at the point immediately after where it was suspended instead of starting over again at the beginning.
:The number of usable arguments is limited to 3.
:The number of usable arguments is limited to 3.
*477:'''ACS_ExecuteAlways'''(''scriptnum'', ''mapnum'', ''arg0'', ''arg1'', ''arg2'')
:Same as ACS_Execute, but will not be blocked if an instance of ''scriptnum'' is already running.
*366:'''ACS_Suspend'''(''scriptnum'', ''mapnum'')
*366:'''ACS_Suspend'''(''scriptnum'', ''mapnum'')
:Suspends execution of a script until an ACS_Execute special resumes it.
:Suspends execution of a script until an ACS_Execute special resumes it.
*367:'''ACS_Terminate'''(''scriptnum'', ''mapnum'')
*367:'''ACS_Terminate'''(''scriptnum'', ''mapnum'')
:Terminates the script.
:Terminates the script.
*430:'''ACS_LockedExecute'''(''scriptnum'', ''mapnum'', ''arg1'', ''arg2'', ''lock'') ''(since Feb 25 2016)''
:This one executes a script that requires the player to have a key or more. See [[Lock identifiers]] for info on what to put for the ''lock'' argument.
===Lights===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 110 || 368 || [[Light_RaiseByValue]] || tag || level || || ||
|-
|| 111 || 369 || [[Light_LowerByValue]] || tag || level || || ||
|-
|| 112 || 370 || [[Light_ChangeToValue]] || tag || level || || ||
|-
|| 113 || 371 || [[Light_Fade]] || tag || dest value || tics || ||
|-
|| 114 || 372 || [[Light_Glow]] || tag || max || min || tics ||
|-
|| 115 || 373 || [[Light_Flicker]] || tag || max || min || ||
|-
|| 116 || 374 || [[Light_Strobe]] || tag || max value || min value || max time || min time
|-
|| 232 || 463 || [[Light_StrobeDoom]] || tag || max time || min time || ||
|-
|| 233 || 473 || [[Light_MinNeighbor]] || ''tag'' || || || ||
|-
|| 234 || 461 || [[Light_MaxNeighbor]] || ''tag'' || || || ||
|-
|}
If ''tag'' is 0, any such parameterized special will affect the sector behind the linedef, if applicable.
* '''Light_MinNeighbor''' sets the lights in tagged sectors to their minimum neighbors' values.
* '''Light_MaxNeighbor''' sets the lights in tagged sectors to their maximum neighbors' values.


=Lights=
Eternity supports the following light level controlling parameterized linedef specials. If ''tag'' is 0, any such parameterized special will affect the sector behind the linedef, if applicable.
Eternity supports the following light level controlling parameterized linedef specials. If ''tag'' is 0, any such parameterized special will affect the sector behind the linedef, if applicable.
*368:'''Light_RaiseByValue'''(''tag'', ''lvl'')
*368:'''Light_RaiseByValue'''(''tag'', ''lvl'')
Line 611: Line 338:
*374:'''Light_Strobe'''(''tag'', ''maxval'', ''minval'', ''maxtime'', ''mintime'')
*374:'''Light_Strobe'''(''tag'', ''maxval'', ''minval'', ''maxtime'', ''mintime'')
:Enables strobing light effect on tagged sectors. Light will periodically flash, staying at ''maxval'' level for ''maxtime'' tics and at ''minval'' level for ''mintime'' tics.
:Enables strobing light effect on tagged sectors. Light will periodically flash, staying at ''maxval'' level for ''maxtime'' tics and at ''minval'' level for ''mintime'' tics.
*463:'''Light_StrobeDoom'''(''tag'', ''maxtime'', ''mintime'')
:Enables strobing light effect on tagged sectors, using Doom's logic of choosing the minimum and maximum light levels.
*473:'''Light_MinNeighbor'''(''tag'')
:Sets the lights in tagged sectors to their minimum neighbors' values
*461:'''Light_MaxNeighbor'''(''tag'')
:Sets the lights in tagged sectors to their maximum neighbors' values


===Things===
=Things=
{|class="wikitable sortable"
Eternity can spawn things in the map.
! UDMF #
*398:'''Thing_Spawn'''(tid, type, angle, newtid)
! DOOM Format #
:Spawns an object of '''acs_spawndata''' '''num''' ''type'' on top of map spot things marked with TID ''tid''. ''Newtid'' can be assigned as spawnee's own TID. Note: teleportation fog is spawned as well.
! Name
*399:'''Thing_SpawnNoFog'''(tid, type, angle, newtid)
! Arg1
:Similar to above, but without teleportation fog.
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 17 || 422 || [[Thing_Raise]] || tid || || || ||
|-
|| 19 || 423 || [[Thing_Stop]] || tid || || || ||
|-
|| 72 || 424 || [[ThrustThing]] || angle || speed || - || tid ||
|-
|| 73 || 426 || [[DamageThing]] || damage || mod || || ||
|-
|| 119 || 427 || [[Thing_Damage]] || tid || damage || mod || ||
|-
|| 128 || 425 || [[ThrustThingZ]] || tid || speed || up or down || set or add ||
|-
|| 130 || 404 || [[Thing_Activate]] || tid || || || ||
|-
|| 131 || 405 || [[Thing_Deactivate]] || tid || || || ||
|-
|| 132 || 478 || [[Thing_Remove]] || tid || || || ||
|-
|| 133 || 428 || [[Thing_Destroy]] || tid || - || sector tag || ||
|-
|| 134 || 402 || [[Thing_Projectile]] || tid || type || angle || speed || vertical speed
|-
|| 135 || 398 || [[Thing_Spawn]] || tid || type || angle || new_tid ||
|-
|| 136 || 403 || [[Thing_ProjectileGravity]] || tid || type || angle || speed || vertical speed
|-
|| 137 || 399 || [[Thing_SpawnNoFog]] || tid || type || angle || new_tid ||
|-
|| 176 || 421 || [[Thing_ChangeTID]] || oldtid || newtid || || ||
|-
|| 248 || 469 || [[HealThing]] || amount || max health || || ||
|}
*402:'''Thing_Projectile'''(tid, type, angle, speed, verticalspeed)
*402:'''Thing_Projectile'''(tid, type, angle, speed, verticalspeed)
:Throws a projectile from a map spot. Can also be used to throw a flying monster. Like in Thing_Spawn, ''type'' is an '''acs_spawndata num'''. Note that ''speed'' and ''verticalspeed'' are in eighths (units per 8 tics). Up is positive for ''verticalspeed''.
:Throws a projectile from a map spot. Can also be used to throw a flying monster. Like in Thing_Spawn, ''type'' is an '''acs_spawndata num'''. Note that ''speed'' and ''verticalspeed'' are in eighths (units per 8 tics). Up is positive for ''verticalspeed''.
*403:'''Thing_ProjectileGravity'''(tid, type, angle, speed, verticalspeed)
*403:'''Thing_ProjectileGravity'''(tid, type, angle, speed, verticalspeed)
:Same as above, but the thrown projectile or monster will be subject to gravity.
:Same as above, but the thrown projectile or monster will be subject to gravity.
*421:'''Thing_ChangeTID'''(oldtid, newtid) ''(since Nov 14 2015)''
*404:'''Thing_Activate'''(tid)
:Sets the TID of all things which currently have ''oldtid'' to the value ''newtid''. If ''oldtid'' is zero, it will change the TID of the activator.
:"Activates" an object of TID ''tid''. The object will enter ''activestate'' while playing ''activatesound''. If the object is a monster (SHOOTABLE or KILLABLE flag set), its DORMANT flag will be reset as well, "waking it up" from a statue.
*426:'''DamageThing'''(damage, mod) ''(since Feb 24 2016)''
*405:'''Thing_Deactivate'''(tid)
:Damages the activator. ''Mod'' is a means-of-death ([[damagetype]]), which can be used for custom obituaries and damage resistances. If ''damage'' is 0, it will actually do 10000 (gibbing) damage.
:Analogous/opposite to the above, the object will enter ''inactivestate'' while playing ''deactivatesound''. If the object is a monster (SHOOTABLE or KILLABLE flag set), its DORMANT flag will be set as well, turning it into a statue.
*427:'''Thing_Damage'''(tid, damage, mod) ''(since Feb 24 2016)''
:Same as '''DamageThing''', but with the possibility to select TID (where 0 will mean the activator). It's done this way for ZDoom compatibility. Unlike '''DamageThing''', it will not cause 10000 damage if ''damage'' is 0.
*428:'''Thing_Destroy'''(tid, reserved, sectortag) ''(since Feb 24 2016)''
:Causes 10000 damage to all things tagged ''tid''. Beware that, in accordance to Hexen, ''tid'' 0 will NOT affect the activator; for that use '''DamageThing'''. ''Reserved'' must be set to 0. ''Sectortag'' can be used to only kill things inside sectors with given tag.
*478:'''Thing_Remove'''(tid)
:Directly removes objects tagged ''tid'' from the game.
*469:'''HealThing'''(amount, maxhealth)
:Heals the activator by ''amount''. ''Maxhealth'' influences maximum health and only affects player activators. For monsters and other objects, the maximum health is always the spawn health. On players, ''maxhealth'' has the following meanings:
:*If 0, it will heal the player up to the initial health (such as the maximum medikit health in default Doom).
:*If 1, it will heal the player up to the soulsphere maximum health (in default Doom) or the initial health + 100 (if no soulsphere is defined in current game mode)
:*Otherwise, it will heal the player up to ''maxhealth''.
*227 (480) '''PointPush_SetForce'''(''tag'', ''tid'', ''amount'', ''use_line'')
:Enables and sets wind for Boom push/pull source things. If ''tag'' is non-zero, it looks for such things inside a tagged sector. Only one push/pull thing will be used for each tagged sector. If ''tag'' is zero, it will enable pushing for things tagged ''tid''. ''Amount'' is the force, and depending on thing type, it will be attractive or repulsive. If ''use_line'' is 1, it will use the linedef length as amount, not the ''amount'' argument. Either the tagged sector (if ''tag'' is non-zero) or the sectors containing the ''tid'' things must have the Boom generalized wind special.
 
===Sectors===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Static
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 48 || 482 || yes || [[Sector_Attach3dMidtex]] || line id || optional sector tag || use ceiling || ||
|-
|| 140 || 495 || || [[Sector_ChangeSound]] || tag || sequence id || || ||
|-
|| 185 || 470 || || [[Sector_SetRotation]] || tag || floor angle || ceiling angle || ||
|-
|| 186 || 472 || || [[Sector_SetCeilingPanning]] || tag || x integer || x fractional || y integer || y fractional
|-
|| 187 || 471 || || [[Sector_SetFloorPanning]] || tag || x integer || x fractional || y integer || y fractional
|-
|| 190 || 481 || yes || [[Static_Init (sky transfer)]] || tag || 255 || flip sky || ||
|}
*470:'''Sector_SetRotation'''(tag, floor_angle, ceiling_angle)
:Sets the floor and ceiling texture rotation of tagged sectors to the given values in degrees (0-360).
*471:'''Sector_SetFloorPanning'''(tag, x_int, x_frac, y_int, y_frac)
:Sets the floor texture panning of tagged sectors to given X and Y values. A value is calculated as x_int + 0.01 * x_frac.
*472:'''Sector_SetCeilingPanning'''(tag, x_int, x_frac, y_int, y_frac)
:Same as Sector_SetFloorPanning, but for the ceiling texture.
*'''Sector_SetFriction'''(tag, amount)
:Sets friction in the target sectors. Those sectors must have the Boom generalized friction special enabled to work. ''Amount'' is an optional argument. If 0, it will use the length of the linedef to specify friction. Otherwise, the friction will be settable by ''amount''. As a rule, smaller values than 100 mean sludge (high friction) and greater than 100 mean slippery surface (low friction).
*218 (457) '''Sector_SetWind'''(''tag'', ''strength'', ''angle'', ''flags'')
:Creates wind in the tagged sectors, which, if Boom-style, must have the wind generalized special set. ''Flags'' can be the sum of the following values:
:*1: if added, it will cause the wind to be defined by the linedef's length and direction, instead of the ''strength'' and ''angle'' ([[byte angle]]) parameters;
:*2: if added, it will use Heretic-style winds, which have a slightly different behavior and scale, and will not require the Boom wind sector special to be set.
*220 (479) '''Sector_SetCurrent'''(''tag'', ''strength'', ''angle'', ''flags'')
:Similar to '''Sector_SetWind''', but meant for water flow setup, not air wind.
 
===Slopes===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 118 || 493 || [[Plane_Copy]] || front floor tag || front ceiling tag || back floor tag || back ceiling tag || share slope
|-
|| 181 || 455 || [[Plane_Align]] || floor || ceiling || || ||
|}
 
===Teleportation===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 70 || 444 || [[Teleport]] || tid || sector tag || || ||
|-
|| 71 || 445 || [[Teleport_NoFog]] || tid || use angle || sector tag || keep height ||
|-
|| 215 || 446 || [[Teleport_Line]] || - || dest_id || flip || ||
|}
*444:'''Teleport'''(tid, sector_tag, reserved)
:Teleports the activator. Depending on whether ''tid'' or ''sector_tag'' is nonzero, the behavior will be Hexen or Doom compatible. If ''tid'' is zero, then it will teleport like in Doom, into the first teleport destination found on sectors tagged ''sector_tag''.
:If ''tid'' is non-zero, it will teleport to one random target thing (doesn't matter the type) among the ones tagged ''tid''. If in this case ''sector_tag'' is also non-zero, it will only seek a destination thing located in these tagged sectors. This behavior is based on the Hexen teleporters.
*445:'''Teleport_NoFog'''(tid, use_angle, sector_tag, keep_height)
:Teleports the activator silently, without fog and without holding it. ''Tid'' and ''sector_tag'' are used the same as in '''Teleport'''.
:''Use_angle'' sets how the activator angle should be set after teleportation, and can take one of the following values:
:*0: default Hexen behavior. The thing won't change its angle at all during teleportation.
:*1: set thing's angle to the same angle as the one of the destination spot
:*2: use Boom's original, buggy behavior: shift angle ''opposite'' to that of the difference between destination spot's angle and the line normal's angle
:*3: use Boom's supposedly intended behavior: shift angle by the difference between destination spot's angle and line normal's angle.
:If ''use_angle'' is 2 or 3 and the special is not triggered from a linedef, then it will work like mode 1.
:''Keep_height'': setting this to 1 will make the thing preserve its distance to the floor after teleporting. If it's 0, the thing will be teleported on the floor, like in Hexen.
*446:'''Teleport_Line'''(reserved, dest_id, flip)
:Encapsulates the Boom line-teleporting functions. ''Dest_id'' is the tag of the target line. ''Flip'' will cause the user to rotate 180 degrees after teleporting.
 
===Portals===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 9 || 450 || [[Line_Horizon]] || || || || ||
|-
|| 300 || 492 || [[Portal_Define]] || portal id || type || anchor line id || z parameter || flipped anchor
|-
|| 301 || 491 || [[Line_QuickPortal]] || visual-only || || || ||
|}
*'''Line_Horizon'''
:Simple linedef specials which converts the middle part with a horizon portal which uses front sector's floor and ceiling.
*'''Portal_Define'''
:See the [[Portal_Define|linked article]] for its description.
 
*'''Line_QuickPortal'''(''non-interactive'')
:Convenience linedef special to quickly create a portal between two areas, through a linedef's middle part. The two lines must be of equal length, and of opposite angles (if linked/interactive) or any angle if not linked. They must have the same, unique tag and the same ''non-interactive'' value, which is 0 for linked portals and 1 for two-way non-linked portals.
 
*'''Sector_SetPortal'''(''tag'', ''type'', ''plane'', ''misc'')
:'''Only needed for easily converting old maps with portals'''. You can skip this part if you're designing a new UDMF map.
:Only activates on map starts, this one sets a sector portal on floor and/or ceiling on the ''tag''ged sectors. See [[Portal]] for visual examples.
:''Plane'' can be 0 (display portal on floor), 1 (display portal on ceiling), 2 (display portal on both);
:''Type'' can be:
:*0: anchored portal. This line must correspond to another line named "anchor", whose first 3 parameters are the same with this one, except that ''misc'' is 0 for the anchor, while the source line has ''misc'' 1.
:*2: skybox portal. Uses the skybox camera object as a source, and displays the skybox (view of this camera) in tagged sectors.
:*3: plane portal. Renders the ceiling texture of line's front sector at a fixed camera distance.
:*4: horizon portal. Renders the floor and ceiling textures of line's front sector at relative camera distance, useful for infinite horizontal planes such as seas.
:*6: linked portal. Interactive anchored portals (through which gameplay passes seamlessly). Has the same rule as anchored portals with regard to anchor lines. Requires consistent offsets if there are multiple linked portals in the map, otherwise linked portals are disabled.
:''Type'' can also be used for copying already placed portals:
:*1: copy the portal from a sector tagged with ''misc'' into the tagged sectors if ''tag'' is nonzero, or to the front sector if ''tag'' is 0.
:*5: copy the portal from a sector tagged with ''misc'' into the tagged lines if ''tag'' is nonzero, or to the current line if ''tag'' is 0.
:''Misc'' has values depending on the ''type'' chosen. It makes sense for anchored and linked portals (with 0 meaning source line, and 1 meaning anchor line) and it also has a meaning for the copy types (1 and 5) where it specifies the tag of the sector with portals to copy.


===Binary format specific===
=Binary format specific=
*378:'''Line_SetIdentification'''(id)
*378:'''Line_SetIdentification'''(id)
:Sets the linedef identification number (separate from tag) to ''id''. Useful for various specials that use the line id. Do not use in UDMF.
:Sets the linedef identification number (separate from tag) to ''id''. Useful for various specials that use the line id.
 
===Property transfer===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Static
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 209 || 242 || yes || [[Transfer_Heights]] || tag || || || ||
|-
|| 210 || 213 || yes || [[Transfer_FloorLight]] || tag || || || ||
|-
|| 211 || 261 || yes || [[Transfer_CeilingLight]] || tag || || || ||
|}
*'''Transfer_FloorLight'''(tag)
*'''Transfer_CeilingLight'''(tag)
:These two are the same as the Boom special, but applicable in parameterized namespaces.
*'''Transfer_Heights'''(tag, reserved)
:This also acts like the Boom special 242. Argument ''reserved'' must be 0.
*190 (481) '''Static_Init'''(''tag'', ''type'', ''flip_or_ceiling'', ''move_type'')
:This is a multi-purpose special encapsulating several static specials from MBF and Boom. ''Tag'' is the tag of the target sector(s). ''Type'' can be 255 for MBF sky transfers. If ''flip_or_ceiling'' is 1, the sky will be flipped horizontally. If ''type'' is 255, ''move_type'' must be 0.
 
===Scrollers===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 100 || 406 || [[Scroll_Texture_Left]] || amount || || || ||
|-
|| 101 || 407 || [[Scroll_Texture_Right]] || amount || || || ||
|-
|| 102 || 408 || [[Scroll_Texture_Up]] || amount || || || ||
|-
|| 103 || 409 || [[Scroll_Texture_Down]] || amount || || || ||
|-
|| 222 || 485 || [[Scroll_Texture_Model]] || line id || kind || || ||
|-
|| 223 || 484 || [[Scroll_Floor]] || tag || kind || move things || x || y
|-
|| 224 || 483 || [[Scroll_Ceiling]] || tag || kind || - || x || y
|-
|| 225 || ExtraData only || [[Scroll_Texture_Offsets]]
|}
*223 (484) '''Scroll_Floor'''(''tag'', ''kind'', ''scroll_things'', ''x'', ''y'')
*224 (483) '''Scroll_Ceiling'''(''tag'', ''kind'', ''unused'', ''x'', ''y'')
*222 (485) '''Scroll_Texture_Model'''(''line_id'', ''kind'')
:These specials do standard Boom scrolling. ''Kind'' specifies if it's a static scroller (0), displacement scroller (1) or accelerative scroller (2), and 4 can be added to it to discard arguments ''x'' and ''y'' and instead use the linedef's vertex coordinates do determine the scrolling vector. ''Scroll_things'' only apples for '''Scroll_Floor''' and means simple visual scrolling (0), thing movement with static floor (1) or thing movement with floor (2). ''X'' and ''y'' are the velocity components with which to scroll, if ''kind'' is less than 4 (otherwise the line's size is used).
 
:'''Scroll_Texture_Model''' does wall texture scrolling according to line's vector relative to the target lines.
 
===Pushers===
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 218 || 457 || [[Sector_SetWind]] || tag || force || angle || flags ||
|-
|| 219 || 223 || [[Sector_SetFriction]] || tag || || || ||
|-
|| 220 || 479 || [[Sector_SetCurrent]] || tag || force || angle || flags ||
|-
|| 227 || 480 || [[PointPush_SetForce]] || tag || tid || force || use line ||
|}


===Exits===
=Exits=
{|class="wikitable sortable"
! UDMF #
! DOOM Format #
! Name
! Arg1
! Arg2
! Arg3
! Arg4
! Arg5
|-
|| 74 || 449 || [[Teleport_NewMap]] || level number || || || ||
|-
|| 75 || 400 || [[Teleport_EndGame]] || || || || ||
|-
|| 179 || 462 || [[ChangeSkill]] || skill || || || ||
|-
|| 243 || 447 || [[Exit_Normal]] || || || || ||
|-
|| 244 || 448 || [[Exit_Secret]] || || || || ||
|}
*400:'''Teleport_EndGame'''
*400:'''Teleport_EndGame'''
:Ends the entire game in victory. This triggers the current game's assigned ending cutscene and the player can only choose to start a new game.
:Ends the game in victory.
*447:'''Exit_Normal'''(reserved)
:Exits to a normal destination level. The argument is reserved and must be 0.
*448:'''Exit_Secret'''(reserved)
:Exits to the secret destination level.  The argument is reserved and must be 0.
*449:'''Teleport_NewMap'''(level_number, reserved, reserved)
:Exits to the given map.  The last two arguments are reserved and must be 0.
*462:'''ChangeSkill'''(''skill'')
:Changes the current difficulty level, where ''skill'' is from 0 (I'm too young to die) to 4 inclusive (Nightmare!).
 
==See also==
*[[ACS functions]]


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