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  • :The name of the skin in the Player Setup menu. It's also used by the EDF [[playerclass]] '''defaultskin'''. ...letters which make the prefix of the DOOM status bar faces. By default it's '''STF'''.
    2 KB (345 words) - 04:56, 25 April 2020

Page text matches

  • ...oom classic format special 242. ''Following documentation is based on Boom's BOOMREF.TXT document, updated as needed.'' ...ef of the linedef. Typical use is "deep water" that can be over the player's head.
    7 KB (902 words) - 13:41, 10 May 2018
  • ...e position of the floor and ceiling of the sector on the scrolling trigger's first sidedef. The direction of scrolling remains controlled by the directi * 245 -- Scroll Tagged Ceiling w.r.t. 1st Side's Sector
    11 KB (1,857 words) - 15:50, 25 December 2021
  • If a thing type's mnemonic is not unique, the latest definition of a thing type with that mne ::An control point that is subject to gravity. Because of this, it's not considered inert.
    44 KB (6,402 words) - 06:23, 6 November 2021
  • ...entioned in the documentation, then it's the UDMF number (for ExtraData it's preferred to use the names). :''tag'': Tag of sector to affect. If it's 0, then the sector behind the linedef will be activated, if applicable.
    50 KB (6,310 words) - 10:53, 29 December 2021
  • ...s, light level, and flat). However, since the implementation of [[dynaseg]]s, Eternity does not require a "PolyObject-aware" node builder. ...ertex to vertex, adding the first line found which shares the current line's second vertex as its first vertex. In this example, since the object is clo
    17 KB (2,620 words) - 03:10, 22 July 2016
  • ...-Bugfix] are used (the former including specific improvements for Eternity's UDMF, such as for [[linked portals]]). ...entering arbitrary integer values for the options field. Check your editor's documentation or user interface to verify if it supports this.
    30 KB (4,578 words) - 02:19, 27 May 2022
  • :If a value is not provided to this field, then this sound's mnemonic will be copied directly to this field. In this case, the default v ...ates whether to prefix the lump name with DS when searching for this sound's lump. Values of false/no/off mean that the lump will not be prefixed. Value
    27 KB (4,012 words) - 12:03, 13 February 2021
  • ...ortals to define. The drawn flats and light effects are defined by linedef's front sector. ...ls require an '''EESkyboxCam''' (doomednum 5006) thing to exist in linedef's front sector.
    10 KB (1,668 words) - 04:57, 13 April 2017
  • ...tines which can be performed by [[thingtype|things]] from [[EDF]] [[frame]]s. They are common for all games, so for example Heretic codepointers can be ||[[Lower]]||Action during a weapon's lowering sequence.||Doom
    20 KB (2,501 words) - 11:18, 9 February 2021
  • ...el must be placed under a section header that has the same name as the map's header lump. ...ity and [[SMMU]] compatible releases had level info stored inside each map's header lump. This is deprecated however, kept only for backward compatibili
    24 KB (3,927 words) - 10:19, 4 March 2023
  • ...urrent game type. Otherwise, the "mode" parameter indicates what game mode's defaults to set, with the following values: ...||||level||Information||Lists all linedef definitions from the current map's ExtraData. If no linedefs are defined or no ExtraData exists for the curren
    43 KB (6,448 words) - 12:51, 4 February 2023
  • ...possible with generalized ceilings) motion is instant, else at the ceiling's speed. If no adjacent ceiling exists the ceiling moves to -32000 units. ...cent ceiling less in height than the current, as determined by the ceiling's direction. Instant motion is not possible in this case. If no such ceiling
    8 KB (1,237 words) - 05:25, 6 March 2016
  • ...ned at this mapthing's location with properties determined by the mapthing's ExtraData/Hexen arguments list. See the '''particlefx''' field documentatio ...objects at a particular location without needing to remember the location's x/y/z coordinates.
    9 KB (1,305 words) - 07:05, 6 November 2021
  • ...ure. The '''Portal Plane''' refers to an X/Y plane that bisects the sector(s) that contain the portal. The z-position of the portal is fixed, and should ...ctor behind them. The buffer sector will never be seen in the game, but it's needed to provide a safe space behind the portal linedef for any actor to b
    16 KB (2,497 words) - 17:36, 18 April 2020
  • ...the linedef itself or the sector on its first sidedef to the tagged sector(s). None are triggered, they simply exist. 213 Ext -- Set Tagged Floor Lighting to Lighting on 1st Sidedef's Sector
    7 KB (1,027 words) - 10:36, 16 October 2021
  • ...ortal_Define]] and give it a unique portal ID (to be sure, just use editor's "find new tag" feature or pick a large number such as 1000). Then select al ...But much easier is to use classic 450 or UDMF [[Line_Horizon]] on a sector's walls to copy its floor and ceiling rendering into infinity. No tag or args
    14 KB (2,406 words) - 21:00, 25 October 2020
  • The Eternity Engine is [[Doom Wiki:Team Eternity|Team Eternity]]'s advanced [[Doom Wiki:Doom|Doom]] [[Doom Wiki:Source port|source port]] and ...a versions. The Eternity project moved to an MBF code base after that port's first release.
    13 KB (1,890 words) - 15:42, 28 April 2021
  • ||-edfenables||Causes all gamemode's definitions to be enabled. For compatibility with older projects. ...(e.g. <code>-warp 16</code>). You can also use the actual lump name if it's nonstandard (neither ExMy nor MAPxy), e.g. <code>-warp start</code>.
    9 KB (1,332 words) - 09:12, 3 May 2020
  • New to EDF 1.6, dynamic menus allow the Eternity Engine's menu system to be customized in various ways, including through the definit ::*variable - This item type allows editing of a console variable's value directly. The value editing must be done by typing in the new value.
    11 KB (1,708 words) - 18:15, 16 March 2021
  • ...ised of multiple sectors which will remain synchronized even if any sector's movement is blocked by a player or other object. ...achceiling'''. So if a master sector's ceiling moves up and a slave sector's floor will move down, set the '''ceilingid''' of master to 1 and the '''att
    4 KB (694 words) - 08:48, 26 September 2020
  • ...rom the back side sector portal. It's also limited to appear on front side's edge, not the back side. ...property set to true (in some editors it's called "line copies back sector's floor/ceiling portal"). You do ''not'' set the '''portal''' property: this
    4 KB (652 words) - 14:42, 19 March 2019
  • ...cognize it. If a string has C language printf() characters in it, such as %s or %d, you should be sure that your replacement string either contains the "quicksave over your game named\n\n'%s'?"
    35 KB (4,103 words) - 14:44, 3 March 2012
  • cSn change texture and sector type to model's, numeric model change cSt change texture and sector type to model's, trigger model change
    12 KB (1,470 words) - 09:07, 14 March 2012
  • Here's an example, the Sergeant's DECORATE state (from base/doom/things.edf): ...ich for any reasons must not respawn, such as individual dropped items. It's a property of the particular item, not of the entire thingtype class, so be
    10 KB (1,451 words) - 11:13, 3 May 2020
  • ...sure to either rename or delete all the EDF files currently present (as it's already completed). flags SPECIAL // Sets flags for item, which in this case means it's a collectable item.
    11 KB (1,677 words) - 14:06, 29 December 2018
  • The DeHackEd Thing block allows you to edit the properties of DOOM's map object types. Map objects are what comprise anything you see with a spr Sets a thing's maximum amount of life. It is only used for things which can be shot.
    26 KB (3,757 words) - 16:03, 29 November 2021
  • ...player speed and initial health, you can do so in mods by redefining game's default class. :Required. The avatar [[thingtype]] associated with the player class. It's usually the "player" thing of the game, with states supporting movement, at
    7 KB (1,017 words) - 05:51, 11 October 2020
  • Use of include files is critical for several purposes. First, it's unorganized and difficult to maintain EDF files when everything is put haph ...ndard, default EDF files into your own. To include the files from Eternity's ''base'' directory, use the '''stdinclude''' function:
    21 KB (3,215 words) - 14:54, 16 November 2020
  • Static special that sets a current on tagged sector(s). This is similar to [[Sector_SetWind]], but a current only affects things ...eralized '''special''' field set. Under [[UDMF]], it's 4096. Under Boom it's 512.
    1 KB (197 words) - 03:27, 25 February 2019
  • Static special that sets wind on tagged sector(s). This is similar to [[Sector_SetCurrent]], but also affects things above g ...eralized '''special''' field set. Under [[UDMF]], it's 4096. Under Boom it's 512.
    1 KB (182 words) - 03:26, 25 February 2019
  • ...ot is quite relevant. A value such as 128.0 is ''not'' the same as 128: it's actually equal to 8388608 (no decimal point). :Returns true if there's a line of sight between at least one thing tagged as source and one thing t
    7 KB (888 words) - 11:16, 2 January 2022
  • ...the UDMF article at doomwiki.org. Each game and port has its own namespace(s), for example we have these namespaces: "doom", "heretic", "hexen", "strife ...namespace can define its own set, which is typically hard-coded, though it's also possible for the user to add their own fields (which have to be preced
    14 KB (1,835 words) - 06:02, 11 February 2024
  • If a weapon info's mnemonic is not unique, the latest definition of a weapon info with that mn ...'' of this actor for [[EDF delta structures|framedelta]] compatibility. It's not required unless the intention is to make the Decorate states of this we
    12 KB (1,752 words) - 15:54, 22 July 2020
  • ...setting "comp_overunder 0" in order to work, and in addition, due to Doom's default definition of solid static decorations, it is recommended to also s ...ternity.cfg file provides user-friendly explanation on each flag and if it's allowed to be set in wads. At the end of this document there is an excerpt
    14 KB (1,654 words) - 14:35, 13 November 2021
  • Defines the type of damage inflicted by a thing. It's useful for implementing such features as damage resistance and immunity (se ==Gameplay features and codepointers which use the thing's mod field==
    4 KB (487 words) - 15:42, 22 July 2020
  • For explanation of the fields, see the sprite-based block definition's corresponding fields. :*'''NOSCREENFLASH''': if picked up, item will not flash player's screen.
    9 KB (1,266 words) - 10:32, 1 January 2022
  • ...// This declares that the following block is the thingtype's states. ...// has a finite duration (not -1), then it will disappear. otherwise it's often
    11 KB (1,474 words) - 03:48, 2 October 2016
  • IDDQD sets the player's health to 100 and toggles god mode. DQD stands for Delta-Q-Delta, a suppose These two cheats have identical functionality, which is turning off the game's clipping code for the player. This allows you to walk through walls and sol
    7 KB (1,211 words) - 04:38, 9 March 2012
  • ...l'': whether to apply displacement or accelerative scrolling, with linedef's front sector as reference: ...g: cause the tagged walls to scroll as long as this linedef's front sector's floor or ceiling is moving.
    1 KB (220 words) - 10:53, 29 December 2021
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    2 KB (318 words) - 09:53, 25 February 2019
  • ...he fire key, the weapon will try to fire again without entering the weapon's ready state first.|usage='''ReFire''' |notes=The most obvious example is the plasma rifle's cooldown animation, which only gets visible when player releases fire. Othe
    2 KB (267 words) - 03:32, 17 April 2020
  • PLAY S 5 A_[[Fall]] ...it will play skin's '''pdiehi'''. If falling damage is enabled, play skin's '''fallht'''.
    740 bytes (100 words) - 05:01, 25 April 2020
  • ...te file path to the desired GFS file. If the GFS file is in the executable's directory, it is not necessary for the path to be absolute, but otherwise G GFS files can also be loaded by drag-and-drop or typing the name(s) directly after the "eternity" executable (without the <code>-gfs</code> pa
    7 KB (1,210 words) - 03:33, 18 February 2021
  • ...nce). The EDF name is provided for display, and is usually defined in base's sounds.edf, either from the root or from one of the games. ! Name's originator
    3 KB (397 words) - 12:11, 13 June 2020
  • ...be seen at their real, fixed distance from that point, although the player's viewing angle will still be applied (so the scenery will turn, but not move ...efine a portal similar to a skybox, but which moves relative to the player's point of view. This allows an anchored portal to appear as if it is a seaml
    8 KB (1,260 words) - 14:24, 6 October 2021
  • ...eed of the surface which must move the greater distance. The other surface's speed will be set such that it arrives at the destination at the same time. ...shing damage will be inflicted on all objects that are blocking the pillar's motion.
    2 KB (341 words) - 05:54, 4 March 2012
  • MBFTEXT Marine's Best Friend menu graphic (new to MBF, currently unused) DIGS HUD font S char
    12 KB (1,888 words) - 18:32, 16 March 2021
  • '''thinggroup''' is an [[EDF]] block which groups separate [[thingtype]]s into categories and gives them special flags, without also subjecting them ''Name'' is the name of this category. Currently it's merely descriptive, but must be unique per '''thinggroup'''.
    3 KB (494 words) - 12:49, 29 November 2021
  • ...ide the '''cmp''' field, but unless Dehacked patch support is intended, it's not required. ...to write the sprite name exactly as the four-letter lump stem, because it's case sensitive.
    10 KB (1,569 words) - 06:08, 13 February 2021
  • ...also have the side effects (if ''flags'' set this way) to change a monster's target, among other things. ...effect of changing tagged thing's "target" (monster's enemy or projectile's originator) to one of the encountered actors. Combine this with '''CPXF_FAR
    3 KB (379 words) - 11:51, 21 November 2020
  • (Note: In [[Doom wiki:Doom Builder|Doom Builder]]'s current Eternity configuration, these specials can be found in the "Sector" ...out of the way. Set the floor height to 0, the ceiling height to 0 (so it's closed) and set the tag to 1. This sector will become the sector that moves
    3 KB (573 words) - 02:04, 24 July 2019
  • ...l be marked in the table). Use '''GetActorProperty''' to return a property's value. You can also use '''CheckActorProperty''' to check equality of a pro || APROP_TargetTID || int || || TID of thing's target (or projectile's spawner), or 0 if no target
    2 KB (284 words) - 05:19, 22 June 2019
  • print(s:"err"); print(s:"err");
    2 KB (366 words) - 07:01, 8 April 2017
  • ...flag, usually called ''Multiplayer'', allow complete control over a level's inventory and monsters, in any game mode. ...an effect on sentient enemies. When given this flag, a thing will use MBF's friendly entity logic, and will help the player to defeat enemies in the le
    2 KB (276 words) - 06:13, 4 March 2012
  • ...eferring to the damagetype's key, or by an int referring to the damagetype's ''num'' property. If the object's target is valid and is within melee range (64 units), it will damage the ta
    3 KB (381 words) - 09:55, 13 February 2021
  • ::'''Numbers 7-13 are used to compare a counter value with another counter's value:''' ...designed to affect non-player game world objects or the player avatar. It's used on the frames of guns that typically appear in front of the game scree
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  • | Uses additive translucency as determined by the thingtype's [[thingtype|'''alpha''' property]]. ...NOCLIP''' and touches the floor, its vertical velocity is reversed, and it's sent to its '''deathstate'''. Actual bouncing behavior will then need to be
    26 KB (3,568 words) - 06:22, 6 November 2021
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    2 KB (300 words) - 13:07, 26 February 2019
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    2 KB (283 words) - 01:13, 26 July 2019
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    2 KB (257 words) - 13:14, 26 February 2019
  • *''comparison'': type of comparison to perform on object's health: ...ccur, the object will fall through to the next frame. If the current frame's tics are set to -1, fall-through will not occur.
    2 KB (310 words) - 02:00, 11 November 2019
  • {{codepointer|description=Spawns bullet casing objects from map object's position.|usage='''EjectCasing'''(''frontdist'', ''sidedist'', ''zheight'', *''zheight'': z height relative to player's viewpoint in 16ths of a unit
    1 KB (159 words) - 17:27, 11 November 2011
  • :Limited use special handler for DOOM fist puff's special behaviour of switching to a different frame (as given by this field *'''TARGETSHOOTER''': sets puff thing's "target" (originator) to the shooter. In effect, it will act like a project
    3 KB (501 words) - 08:25, 25 April 2020
  • ...ehackednum''' 408 ('''ht_gntful'''). If hitting, it will also shake player's angle and activate its '''JUSTATTACKED''' flag, which causes them to move a ...ght0]] on the end of the sequence, because this codepointer affects player's light level.
    2 KB (240 words) - 05:27, 20 April 2020
  • *''flashstate'': optional flash state to display. If 0, it will use weapon's defined flash state. ...g thing's current angle). Keep in mind the distribution is not uniform; it's concentrated on the centre, just like the preset spread types.
    2 KB (276 words) - 01:35, 7 April 2020
  • :*'''AbsoluteAngle''': do not add actor's angle to ''angle''. :*'''AbsoluteVelocity''': do not set velocity's direction relative to angle.
    1 KB (152 words) - 01:57, 29 April 2020
  • ...target (enemy) or projectile's thrower hearing range (depending by what it's called, an enemy or a projectile).
    309 bytes (47 words) - 06:13, 28 December 2011
  • ...ll, makes the screen red equivalent to 32 taken damage, and sets the skull's attacker as the generating actor, in order to turn the screen towards it on
    426 bytes (63 words) - 12:24, 11 August 2013
  • ...to a monster or a thing when its ceiling is at least the monster or thing's height above the floor. ...function will only operate if the player is in possession of the right key(s). Regular and extended door triggers only care if the player has a key of t
    9 KB (1,469 words) - 03:01, 31 October 2021
  • ...ise by shortest lower texture. Uses the height of lower textures of sector's sides. '''WARNING''': this is highly dependent on gameplay compatibility se ...have no choice but to instantly adjust to the lowest or highest neighbour's level.
    10 KB (1,353 words) - 02:46, 30 October 2021
  • ...e instant toggle platform moves instantly, all others move at the platform's speed. ...the sector's type, nor is any other sector property other than the sector's type.
    6 KB (1,019 words) - 04:25, 4 March 2012
  • From Matt Fell's [http://www.doomworld.com/idgames/index.php?id=1138 Unofficial DOOM Spec] t 11 0b End -10/20% health. If a player's health is lowered to less
    6 KB (823 words) - 12:15, 1 December 2021
  • ...as put next to the "Misc" token in order for the original DeHackEd program's parser to be more uniform. Eternity ignores everything on this line after t Player's maximum health value. Default 200.
    3 KB (384 words) - 11:57, 26 October 2019
  • ...will attempt to match the specified color to the closest color in the game's main palette. If no suitable match can be found, color zero will end up bei ...will attempt to match the specified color to the closest color in the game's main palette. If no suitable match can be found, color zero will end up bei
    15 KB (2,268 words) - 14:09, 7 March 2012
  • ...at the target, and another at 22 degrees 30' to the right from the target's direction. *''type'': optional, type of missiles to shoot. By default it's the ones with the dehnum of '''MancubusShot'''.
    610 bytes (86 words) - 06:30, 6 November 2021
  • *''speed'': movement speed. 16 is like Doom's classic doors, 64 is like the turbo doors. ...e the door is fully open until it starts closing. 150 is the time for Doom's doors.
    1,004 bytes (154 words) - 15:46, 24 February 2019
  • ...3 and when used under that format, ''amount'' is 0, so it will use linedef's length as parameter. ...ptional amount. < 100 is sludge, > 100 is ice. If 0, this will use linedef's length.
    846 bytes (128 words) - 13:57, 10 May 2018
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    1 KB (204 words) - 09:48, 25 February 2019
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    2 KB (232 words) - 09:48, 25 February 2019
  • ...patibility, decide whether lost souls should bounce on floors (normally it's a user or [[OPTIONS]] gameplay setting). *'''DEMOIFDEMO4''': fine control for DEMO4 lump's existence.
    13 KB (1,611 words) - 12:47, 6 November 2021
  • A ''speed'' of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of ''Change'''s purpose is to modify the floor textures of the moved sectors and to add or
    1 KB (205 words) - 10:00, 25 February 2019
  • :The name of the skin in the Player Setup menu. It's also used by the EDF [[playerclass]] '''defaultskin'''. ...letters which make the prefix of the DOOM status bar faces. By default it's '''STF'''.
    2 KB (345 words) - 04:56, 25 April 2020
  • Beware that since it's considered teleportation, no visual interpolation is taking place, so for s Even if you specify ''fog'', it will NOT briefly paralyze the thing if it's a player. You can use [[SetActorVelocity]] though.
    748 bytes (110 words) - 12:36, 25 April 2021
  • ...ower''' is a player weapon codepointer. This codepointer lowers the player's weapon to the bottom of the screen, and if the player is not dead, will cha notes=This pointer should be called from any weapon's lowering state.|
    500 bytes (68 words) - 02:12, 7 May 2011
  • ...to BOOM, and was added to allow kickback to be synchronized with a weapon's muzzle flash instead of with the press of the trigger. Weapons such as the
    700 bytes (106 words) - 02:54, 7 May 2011
  • ...s a player weapon codepointer. This codepointer implements the DOOM player's fist attack. | notes=The punch attack is a melee-range tracer attack fired at the player's angle plus or minus a random angle between 0 and 5 degrees. If an object is
    882 bytes (121 words) - 16:54, 6 May 2011
  • ...s a player weapon codepointer. This codepointer implements the DOOM player's pistol attack, which consists of a single missile-range tracer. | ...andom angle between about -5.6 and 5.6 degrees will be added to the player's angle. The tracer does standard player tracer damage determined by this for
    867 bytes (113 words) - 01:02, 6 May 2011
  • ...] for sectors. The door cannot be retriggered to close, however, and there's no option to keep it open permanently here (for that, use [[Polyobj_RotateL ...ise (left). To rotate right, make ''speed'' negative. Alternatively, if it's a double door (two rotating polyobjects), you can use a mirrored polyobject
    778 bytes (122 words) - 17:38, 6 January 2017
  • ...McGranahan''' to address deep-seated problems inherent in the Doom engine's method of projecting and rendering lines and flats. * 2S line texturing remains stable even with the player's view point inside the texture.
    3 KB (382 words) - 04:16, 2 October 2016
  • If actor's class is '''HereticAmbienceWater''', it will play sound '''ht_waterfl'''. I It's better to use [[PlaySound]] or [[PlaySoundEx]] for new such thing types.
    528 bytes (69 words) - 02:39, 19 April 2020
  • **attn_idle: Use DOOM's normal default sound attenuation behavior. **attn_none: Plays at this ambience definition's volume level regardless of distance.
    2 KB (234 words) - 02:48, 19 April 2020
  • ...s a player weapon codepointer. This codepointer implements the DOOM player's chaingun attack, which consists of a single missile-range tracer. | ...dynamically remapped to '''DSPISTOL'''. This behavior allows the chaingun's default sound to be easily replaced without affecting the pistol, and is ne
    1 KB (161 words) - 19:45, 23 January 2011
  • ...25 ('''HereticHornRodFX1''' in Heretic). With a 50% chance, the projectile's state is set to the next state in its sequence (so the shot projectiles loo
    575 bytes (82 words) - 03:18, 20 April 2020
  • |description=Changes actor's assigned [[Detailed parameterized linedef specification|special]] and argum This will change actor's assigned special to the intended one. This special is going to be executed
    697 bytes (107 words) - 07:48, 25 April 2020
  • |description=Used by the [[Doom Wiki:Phoenix Rod|Phoenix Rod]]'s powered projectile flame when hitting a wall. This one adds 1.8 to actor's vertical velocity.
    381 bytes (53 words) - 05:09, 20 April 2020
  • ...ed by projectiles and thrusted objects or actors). It won't stop a monster's [[Chase]] movement.
    401 bytes (59 words) - 04:57, 14 June 2020
  • ...tic, it will cause the projectile to change direction towards its shooter's target, as well as spawn smoke. ...a multiple of four, such as: 3, 7, 11, 15... This is the case with Doom 2's revenant missile, and if that happens, it will not home. Using tics of odd
    953 bytes (150 words) - 11:35, 26 April 2020
  • ...object near the caller's coordinates, as a projectile belonging to caller's shooter.
    334 bytes (48 words) - 06:14, 27 December 2011
  • ...e (such as choosing between pressing or crossing it), being based on Hexen's more powerful model (whose versatile editing format was quickly adopted by ...lassic format, it can only be used along with [[ExtraData]]; under UMDF it's native. It should be familiar to you if you've been editing Hexen and ZDoom
    4 KB (579 words) - 11:09, 13 June 2020
  • ...M. Types 18-31 are reserved for extended sector types, that work like DOOM's and share the limitation that only one type can be active in a sector at on
    443 bytes (68 words) - 06:10, 4 March 2012
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