Parameterized linedef specials

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Revision as of 16:56, 22 August 2016 by Altazimuth (talk | contribs) (Same as before but for stairs.)
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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. Finally, to use parameterized specials in classic (Doom) format maps, provide an ExtraData lump by attaching it via 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. 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.

Each parameterized line special has a name and two associated numbers: one for ExtraData support, set this way to avoid conflicts with classic Boom specials, and one for Hexen, ACS and UDMF formats.

For any parameterized special with first argument defined as tag, if it's 0, it will affect the sector behind the line (if any). It will not affect all sectors with tag 0, or be rejected, as it is with classic specials. For thing specials, tag 0 usually means the activator, and tags -1, -2, -3, -4 mean each of the players in a multiplayer game, unless otherwise noted.

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.

Notation: HexenNumber (ExtraDataNumber) Name(Parameters)

Back to Linedef types


UDMF # DOOM Format # Name Arg1 Arg2 Arg3 Arg4 Arg5
10 302 Door_Close tag speed light_tag
11 301 Door_Open tag speed light_tag
12 300 Door_Raise tag speed delay light_tag
13 429 Door_LockedRaise tag speed delay lock light_tag
105 304 Door_WaitRaise tag speed delay timeoffset light_tag
105 305 Door_WaitClose tag speed timeoffset light_tag
249 303 Door_CloseWaitOpen tag speed delay_octics light_tag
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.
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.
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

  • 306:Floor_RaiseToHighest ( tag, speed, change, crush )
  • 307:Floor_LowerToHighest ( tag, speed, change )
  • 308:Floor_RaiseToLowest ( tag, change, crush )
  • 309:Floor_LowerToLowest ( tag, speed, change )
  • 310:Floor_RaiseToNearest ( tag, speed, change, crush )
  • 311:Floor_LowerToNearest ( tag, speed, change )
  • 312:Floor_RaiseToLowestCeiling ( tag, speed, change, crush, gap )
  • 313:Floor_LowerToLowestCeiling ( tag, speed, change )
  • 314:Floor_RaiseToCeiling ( tag, speed, change, crush, gap )
  • 315:Floor_RaiseByTexture ( tag, speed, change, crush )
  • 316:Floor_LowerByTexture ( tag, speed, change )
  • 317:Floor_RaiseByValue ( tag, speed, height, change, crush )
  • 318:Floor_LowerByValue ( tag, speed, height, change )
  • 319:Floor_MoveToValue ( tag, speed, height, change, crush )
  • 320:Floor_RaiseInstant ( tag, height, change, crush )
  • 321:Floor_LowerInstant ( tag, height, change )
  • 322:Floor_ToCeilingInstant ( tag, change, crush, gap )
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.
  • 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.
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 - nonzero if to crush, and by how much damage per each event. Regular Doom crushers have 10 damage.
  • height - integer value specifying how much to move the floor, or which is the absolute destination Z coordinate to move it.
  • gap - for floors rising to ceiling, this one sets a gap to stop at before reaching destination. Useful when crushing.
  • 431:Floor_Donut (pillar_tag, pillar_speed, surrounding_speed)
Does the donut movement behavior, allowing you to choose pillar speed and surrounding pool speed. The tag belongs to the pillar.
  • 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).
Encapsulates and applies Boom generalized specials, including all their peculiarities. Height applies only if it's set to move by a parameterized abount. Target has the following meanings: 0 (move by height), 1 (to highest neighbor floor), 2 (to lowest neighbor floor), 3 (to next neighbor floor), 4 (to lowest neighbor ceiling), 5 (to ceiling), 6 (by shortest lower texture). By default the floor moves down. To make it move up, add 8 to flags. To make it crush, add 16 to flags. To make it change floor texture, add 1 (zero special), 2 (keep special) or 3 (change special) to flags. In this case, by default it will use the trigger model. To make it use the numeric model, add 4 to flags.
It is recommended to use the other floor specials instead. Use this if you need some exact Boom behavior.
  • 452:Floor_CrushStop(tag)
For Hexen compatibility (and set to emulate Hexen bugs when run on classic Hexen maps), it stops any (and only) crushing floors from moving, and lets you apply other floor movement specials on those sectors (unlike crushing ceiling stoppers).
  • 451:Floor_RaiseAndCrush(tag, speed, crush)
This one is for Hexen compatibility. Please use Floor_RaiseToCeiling or Floor_RaiseToLowestCeiling instead.
  • 475:Plat_RaiseAndStayTx0(tag, speed, hereticemu)
This one is for Doom/Heretic compatibility. Raises a floor to the nearest neighbor and changes the texture and zeroes the type, according to the trigger model. If the sector is blocked by a thing, it will return to its initial position. Hereticemu emulates a Heretic bug where such lines would cause the sector to remain in stasis, with no possibility of being reused.
  • 476:Plat_UpByValueStayTX(tag, speed, distance)
This one is for Doom/Heretic compatibility. Raises a floor by distance * 8 units. If a thing blocks the sector, the sector will return to its initial position. The texture will be changed, but not the sector type.

Plats, lifts

  • 60 (410) Plat_PerpetualRaise(tag, speed, delay)
Starts a perpetual platform moving periodically between the lowest adjacent plus 8 units and highest adjacent neighbor floor. Important: this is not like the classic Doom special, and inherits the Hexen one. To act like Doom, use Plat_PerpetualRaiseLip with a lip of 0 units. The starting direction is decided randomly.
  • 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.


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

  • 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.
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.
  • gap: Distance to keep from the destination. Useful if crush is nonzero
  • 465:Generic_Ceiling(tag, speed, height, target, flag)
See Generic_Floor for an explanation of parameters.

Crushing ceilings

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:

  • 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.
  • 1: Doom mode without slowdown. Same as classic Doom's fast crushers.
  • 2: Hexen mode. It will rest in position while crushing.
  • 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).

  • 432: Ceiling_CrushAndRaise(tag, speed, damage, crushmode)
  • 439: Ceiling_CrushAndRaiseA(tag, down_speed, up_speed, damage, crushmode)
  • 440: Ceiling_CrushAndRaiseSilentA(tag, down_speed, up_speed, damage, crushmode)
  • 437: Ceiling_CrushAndRaiseDist(tag, ground_distance, speed, damage, crushmode)
  • 441: Ceiling_CrushAndRaiseSilentDist(tag, ground_distance, speed, damage, crushmode)
  • 434: Ceiling_CrushAndRaiseAndStay(tag, speed, damage, crushmode)
  • 438: Ceiling_CrushAndRaiseAndStayA(tag, down_speed, up_speed, damage, crushmode)
  • 442: Ceiling_CrushAndRaiseAndStaySilA(tag, down_speed, up_speed, damage, crushmode)
  • 435: Ceiling_LowerAndCrush(tag, speed, damage, crushmode)
  • 436: Ceiling_LowerAndCrushDist(tag, speed, damage, ground_distance, crushmode)
  • 433: Ceiling_CrushStop(tag, stop_mode)
  • stop_mode can be: 0 (compatibility), 1 (Doom: pause crusher), 2 (Hexen: remove crusher and release the ceiling)
  • 443: Generic_Crusher(tag, down_speed, up_speed, silent, damage)

Stair building

UDMF # DOOM Format # Name Arg1 Arg2 Arg3 Arg4 Arg5
217 340 Stairs_BuildUpDoom tag speed stepsize delay reset
270 341 Stairs_BuildDownDoom tag speed stepsize delay reset
271 342 Stairs_BuildUpDoomSync tag speed stepsize reset
272 343 Stairs_BuildDownDoomSync tag speed stepsize reset
* 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
  style is only available with these parameterized line types. 

tag       : Tag of first sector to raise or lower as a step.
            When the stair building method is DOOM, subsequent
            steps are found by searching across two-sided
            lines where the first side belongs to the current
            sector and the floor texture is the same. The
            Hexen stair building method is not yet supported.
speed     : Speed of steps in eights of a unit per tic. If the
            build style is synchronized, only the first step
            moves at this speed. Other steps will move at a
            speed which allows them to reach their 
            destination height at the same time.
stepsize  : Step size in units.
delay     : Delay time in tics between steps
reset     : If greater than zero, the stairs will wait this
            amount of time in tics after completely building
            and will then reset by repeating the same stair
            building action but in the reverse direction. If
            zero, the stairs will never reset.


  • 1 (348) Polyobj_StartLine(id, mirror_id, sequence_id)
  • 5 (349) Polyobj_ExplicitLine(id, linenum, mirror_id, sequence_id)
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).
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.
Only polyobjects created with the Polyobj_StartLine method can have other line specials on the polyobject's lines themselves.
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.
  • 4 (352) Polyobj_Move(id, speed, angle, distance)
Slides a polyobject in the direction given in angle by distance.
  • 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.
  • 2 (356) Polyobj_RotateLeft(id, speed, distance)
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)
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.
  • 92 (353) Polyobj_OR_Move(id, speed, angle, distance)
Like Polyobj_Move, but overrides the current movement.
  • 93 Polyobj_OR_MoveTimes8(id, speed, angle, distance)
Like Polyobj_MoveTimes8, but overrides the current movement.
  • 90 (357) Polyobj_OR_RotateLeft(id, speed, distance)
Like Polyobj_RotateLeft, but overrides the current movement.
  • 91 (355) Polyobj_OR_RotateRight(id, speed, distance)
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

#    Function                            ExtraData Name

362  Build pillar                        Pillar_Build
363  Build pillar and crush              Pillar_BuildAndCrush
364  Open pillar                         Pillar_Open 

Pillar_Build                  tag, speed, height
Pillar_BuildAndCrush          tag, speed, height, crush
Pillar_Open                   tag, speed, fdist, cdist

tag       : Tag of sector to close or open as a pillar. For the
            action to succeed, neither surface may have an 
            action running on it already. If the tag is zero,
            the sector on the backside of a 2S line with this
            special will be used.
speed     : Speed of the surface with the greatest distance to
            move in eights of a unit per tic. The other surface
            will move at a speed which causes it to reach its
            destination at the same time.
height    : For Build and BuildAndCrush types, this is the 
            height relative to the floor where the floor and 
            ceiling should meet. If this value is zero, the 
            floor and ceiling will meet exactly half-way.
crush     : For BuildAndCrush type only, this specifies the 
            amount of damage to inflict per crush event.
fdist     : For Open type only, this is the distance the floor
            should move down. If this value is zero, the floor
            will move to its lowest neighboring floor.
cdist     : For Open type only, this is the distance the
            ceiling should move up. If this value is zero, the
            ceiling will move to its highest neighboring 

ACS Scripts

This part incorporates text from the open-content ZDoom Wiki

Eternity supports ACS script calling.

  • 365:ACS_Execute(scriptnum, mapnum, arg0, arg1, arg2)
Executes the specified script. A map value of zero indicates that the script is on the current map. If the script is on a different map, then the execution of the script will be delayed until the player enters the map that contains it. Only one copy of a script can be running at a time when started with this special.
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.
  • 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)
Suspends execution of a script until an ACS_Execute special resumes it.
  • 367:ACS_Terminate(scriptnum, mapnum)
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.


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)
Adds the lvl value to the light levels of tagged sectors, capping them to 255.
  • 369:Light_LowerByValue(tag, lvl)
Substracts the lvl value from the light levels of tagged sectors, limiting them to 0.
  • 370:Light_ChangeToValue(tag, lvl)
Sets the lvl value for the light level of tagged sectors, and caps it between 0 and 255 inclusive.
  • 371:Light_Fade(tag, destvalue, tics)
Makes the light level of tagged sectors gradually go to destvalue, for the given amount of tics. tics must be greater than 0.
  • 372:Light_Glow(tag, maxval, minval, tics)
Enables periodic glowing light effect on tagged sectors. tics is the duration between the extreme light levels and must be positive. The sequence starts by fading down.
  • 373:Light_Flicker(tag, maxval, minval)
Enables flickering light effect on tagged sectors.
  • 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.
  • 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


  • 398:Thing_Spawn(tid, type, angle)
Spawns an object of acs_spawndata num type on top of map spot things marked with TID tid. Note: teleportation fog is spawned as well.
  • 399:Thing_SpawnNoFog(tid, type, angle)
Similar to above, but without teleportation fog.
  • 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.
  • 403:Thing_ProjectileGravity(tid, type, angle, speed, verticalspeed)
Same as above, but the thrown projectile or monster will be subject to gravity.
  • 404:Thing_Activate(tid)
"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.
  • 405:Thing_Deactivate(tid)
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.
  • 421:Thing_ChangeTID(oldtid, newtid) (since Nov 14 2015)
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.
  • 422:Thing_Raise(tid) (since Feb 24 2016)
Resurrects all corpses having tid if they have room. If tid is 0, it will resurrect the activator. Doesn't work on players.
  • 423:Thing_Stop(tid) (since Feb 24 2016)
Stops the movement of all things tagged tid. If tid is 0, it will stop the activator. It works by resetting velocity to 0, which means that it will work against players, projectiles and other thrusted objects. It will not "paralyze" monsters because they use a different kind of movement.
  • 424:ThrustThing(angle, speed, reserved, tid) (since Feb 24 2016)
Pushes the thing in a direction using the specified speed. If tid is 0 it will push the activator. The argument reserved must be 0 and is intended to be used when Eternity has a working high-speed movement system. If the map is made for vanilla Hexen, it will only be activated from the front side; otherwise it will depend on the 1SONLY ExtraData flag.
  • 425:ThrustThingZ(tid, speed, up_down, set_add) (since Feb 24 2016)
Pushes the things tagged tid vertically. The value from speed will be divided by 4 before being added to the thing's vertical speed. Up_down will cause the thing to be thrusted upwards if 0, downwards if 1. Set_add will cause the speed to override the current value if 0, or add to the current value if 1.
  • 426:DamageThing(damage, mod) (since Feb 24 2016)
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.
  • 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.


  • 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.
  • 48 (482) Sector_Attach3dMidtex(line_id, tag, do_ceiling)
Attaches 3DMidtex lines to the vertical movement of the front sector's floor or (if do_ceiling is 1) ceiling. Normally it will seek lines tagged line_id, but if tag is non-zero, it can restrict search to lines belonging to tagged sectors. If line_id is zero while tag is nonzero, it will find all 3dmidtex lines belonging to sectors with tag, regardless of line tags.


  • 455:Plane_Align(floor, ceiling)
Only activated on map startup, it sets up slopes in front (1), back (2) or both (3) parts of a line, for floor and ceiling.


  • 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.


  • Sector_SetPortal(tag, type, plane, misc)
Only activates on map starts, this one sets a sector portal on floor and/or ceiling on the tagged 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

  • 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.

Property transfer

  • 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.


  • 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), accelerative scroller (1) or displacement 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.
  • 225 (255) Scroll_Texture_Offsets()
This scrolls the current linedef based on texture offsets.


  • 400:Teleport_EndGame
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!).