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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
  • ...d skies, Eternity won't try to autodetect the correct drawing position; it's fully controlled from the sidedef offset. Regardless of vertical offset, th ...: Skies will get drawn to fully cover the Heretic view pitch upwards. That's 100 units above the top of the 0 view pitch screen. For Doom with mlook thi
    3 KB (570 words) - 09:21, 16 October 2021
  • ...using the height of their middle texture. Within the range of the texture's height, the lines are effectively solid and block players, monsters, and pr ...t to zero. This is required to repair erroneous maps such as Ultimate DOOM's E2M7.
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  • ..., a new '''BFGShot''' projectile will be fired from the current projectile's location toward the target. This bouncing can occur up to 16 times, as note
    977 bytes (155 words) - 07:14, 9 May 2011
  • {{ACSFunction|description=Checks if activator's current weapon matches name. |return=TRUE if activator's weapon matches ''weapon''
    278 bytes (40 words) - 15:21, 1 November 2021
  • ...projectile spark trail. Two DsparilSpark objects are spawned at the object's location and are given randomized x, y, and z momenta. New to Eternity.
    248 bytes (35 words) - 06:06, 28 December 2011
  • An artifact is an item which, when collected, goes into the player's inventory. sortorder <int> // key used for sorting the player's inventory
    4 KB (598 words) - 10:59, 10 April 2018
  • In Ty Halderman's change log he noted that sprite, sound, and music renaming should be implem ...is the normal sprite name. That is, if you want to rename the sprite that's normally named TROO, you use the mnemonic TROO, even if TROO has already be
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  • ...is the same as the one originally used internally by [[Vanilla Doom]]. It's a binary lump, unsuitable for hand editing, but you can use either the Team ...ilar to [[PNAMES]] and [[TEXTURE1]], it must contains everything from port's original data. Open ''eternity.pke'' from the ''base/doom'' folder and copy
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  • ...ng type mnemonic. This denotes which thing type is displayed at this entry's position in the cast call. As of EDF 1.2, if this type is not valid, the th # I could also just redefine the entire list, but there's no point in this case.
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  • ...end texture in the sequence, whereas the Hexen animations (based on Hexen's ANIMDEFS definition) require you to specify each frame but allow finer cont ...'', which can be the exact texture name, or a number like in vanilla Hexen's ANIMDEFS, starting from 1 and counting each neighbouring texture. The time
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  • ...ject's location with a radius and maximum damage value equal to the object's missile damage value. Other effects are the same as Explode. New to MBF.
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  • ...th objects are given positive z momentum of 9 units per tic. If the object's Counter 0 field is equal to 666, the object will transfer to the S_IMP_XCRA
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  • {{codepointer|description=If the object's target is valid, it will face it, and then turn an additional +11.25 degree *''type'': optional, the type of missiles to shoot. By default it's the one with the dehnum of '''MancubusShot'''.
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  • {{codepointer|description=If the object's target is valid, it will face it and fire two '''MancubusShot''' (or custom *''type'': optional, type of missiles to shoot. By default it's the ones with the dehnum of '''MancubusShot'''.
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  • ...ointer for that state to not be called. This prevents spawning of D'Sparil's second form. Specified via EDF only.
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  • The door won't make any sound if it's already open. ...oor sector ceiling is the lowest neighbour ceiling - 4. If a tagged sector's ceiling is higher that point, it will be moved instantly to that position.
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  • *Object's damage field = damage multiplier Purpose: If the object's target is invalid or is of the same type as this object, no attack will occ
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  • 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 ...game behaviour (Doom vs Heretic). Typical to Doom is 0 and for Heretic it's 1.
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  • |description=Generic tracer, without revenant attack's specific traits. Causes the calling missile actor to follow its target, similar to Doom's original [[Tracer]], but without depending on the time to be a multiple of
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  • * ''tag'': if nonzero, it's tag of sectors containing push or pull things. ...f ''use_line_vector'' is 0, use the magnitude from this value directly. It's equivalent of a horizontal line of this length
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  • Causes the object to transfer to the indicated frame if the object's target meets the following criteria: ...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.
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  • ...tion=Starts a sound from script's activator, at the given volume. If there's no activating thing, the sound will be ambient.
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  • {{ACSFunction|description=Plays a sound belonging to a [[thingtype]]'s description, such as its pain or sight sounds. *''sound'': one of [[thingtype]]'s specific sounds to play. NOTE: anything not listed here is unimplemented. V
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  • ...g. In both these cases, the function will return TRUE. Otherwise, if there's no tagged thing, the function will do nothing and return FALSE.
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  • ...the intended target, especially when the target is partially invisible. It's subjected to the same limitations as other hitscan attacks and it cannot, f
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  • ...of unit per tic (for traditional Doom doors it's 16 and for turbo doors it's 64).
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  • What's new:
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  • ...on of [[CheckReload]] that allows to choose what frame to jump to if there's not enough ammo.|usage=
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  • ...ing or the floor to move. Usually the ceiling will move up, and only if it's busy, will the floor move down.
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  • **'''invert''' or 18: cdest becomes one's complement of c1. Unary.|notes=
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  • ...ence'': [[soundsequence|sound sequence]] ID to play during this polyobject's movement.
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  • "Trigger" means using the switch linedef's front sector as reference, while "numeric" means using the tagged sectors'
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  • ...ross a 3D bridge. When a monster contacts a line in a map with a drop that's too far for it, the monster will not cross that line, because the engine as
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  • {{ACSFunction|description=Plays a sound at calling line's front sector.
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  • |notes=Currently only the ''name'' parameter is supported in Eternity's '''SetMusic''' implementation.
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  • ...sequence (as defined via [[EDF]] [[soundsequence]]) on triggering linedef's front sector.
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  • ...aise''' is a player weapon codepointer. This codepointer raises the player's current weapon to its normal position, starting from the bottom of the scre
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  • ...f '''dehackednum''' 437 ('''CrossbowFX4''' in heretic/things.edf) on actor's coordinates, and gives the new thing a random velocity of up to 4 map units
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  • ...g DoomWiki.org] is a project to document everything related to id Software's classic games Doom and Doom II.
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  • Must be fired from a player's weapon sprite. Subtracts ammo and fires (with autoaim) a hitscan of damage
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  • *''delay'': time to stay open. Can be 0 to keep the door(s) open permanently (unlike [[Door_Raise]] which needs [[Door_Open]] for this
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  • ...its XY velocity (based on the '''speed''' field) added with half of player's velocity. No autoaiming will be done for this projectile, and looking manua
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  • ...iming or aiming manually won't help control this direction. The projectile's "tracer" reference will be set to the aimed target
    639 bytes (94 words) - 08:24, 19 April 2020
  • ...s a player weapon codepointer. This codepointer implements the DOOM player's rocket launcher attack, which fires a single '''RocketShot''' projectile. |
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  • ...s a player weapon codepointer. This codepointer implements the DOOM player's chainsaw attack. |
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  • This action does not consume ammo; it's up to other codepointers to do so for this attack.
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  • ...s a player weapon codepointer. This codepointer implements the DOOM player's plasma rifle attack, which fires a single PlasmaShot projectile. |
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  • ...s a player weapon codepointer. This codepointer implements the DOOM player's BFG9000 attack, which fires a single BFGShot projectile. |
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  • This adds 1.5 to actor's vertical velocity.
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  • ...maintenance codepointer in its frames, the missile will home on the player's current autoaiming target, if one exists. These homing maintenance pointers
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  • ...'Blue''', '''Green''' or respectively '''Yellow'''. It won't work if actor's thingtype isn't of any of the mentioned names.}}
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  • The effect differs depending on the player's selected type of BFG:
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  • *range_horiz: Horizontal angular range, centered on thing's angle.
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  • ...'' such as [https://doomwiki.org/wiki/Doom_Builder_2#Forks GZDoom Builder]'s script editor.
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  • ...unter 0 is 0 does nothing. Otherwise it decrements 4 points from it. If it's still positive, it will do nothing. Otherwise it will reset it to 0 and do
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  • *height: Integer amount to add to the spawned object's height above the spawner. (Default of 0 = 0 units)
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  • ...the Doom format, the linedef tag doubles as the first parameter, and if it's parameterized, it requires [[ExtraData]].
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  • Decreases the object's opacity by the specified value.
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  • Increases the object's opacity by the specified value.
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  • Spawns a blast radius at the object's location 128 units in radius, with maximum damage of 128, decreasing linear
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  • *''tag'': tag of sector to check. If it's zero, it will check the floor or ceiling of whatever sector is at coordinat
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  • ...0 counter by 3. When it reaches negative, it will stop the calling object's movement, make it enter its death state and remove its '''MISSILE''' flag.
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  • There's a 25% chance that the object will play its attack sound and charge towards
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  • * ''tag'': Tag of affected sector. If this is 0, the line's backsector will be affected.
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  • Shoots a LichWhirlwind projectile at exactly caller's height (no 32 increase), and sets its 0 counter to 20*35, its 1 counter to
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  • There's a 75% chance that if counter 1 is 0, it will switch the frame to S_MNTR_ATK
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  • If counter 0 is nonzero, it will spawn a HereticPhoenixPuff at actor's origin and give it +2 vertical velocity. Then, its 0 counter will be decrem
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  • ...if the floor texture of the next step is different from the previous step's the stair building stops. Otherwise the next step moves to the height of th
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  • ...elevator floor moves to the lowest adjacent floor higher than the elevator's floor, the ceiling staying the same height above the floor. If there is no
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  • ...if all neighbor sectors have lighting greater than or equal to the sector's at the time of activation. The blinking is non-synchronous, beginning 1-9 g
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  • *If actor's health is greater than 2/3 of max health, it will just shoot a SRDsparilSho
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  • ...ial kind of line-line teleporter is also provided that reverses the player's orientation by 180 degrees.
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  • * there's a probability threshold set like this: if health < max/2: 37.5%, otherwise:
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  • ...is the D'sparil teleportation decision pointer. Depending on health, there's a probability up to 75% that a teleport will occur (if there are DsparilTel
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  • Spawns 1 to 3 VolcanoBall projectiles at 44 units above caller's origin and plays ht_bstatk. Each will be shot in a random direction, with 1
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  • ...bered ''msg'' on the console, display top or center, depending on ''type'''s value:
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  • # Change the Zombieman's drop type to MegaSphere, and his spawnhealth to 400
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  • |notes=This uses Doom's classic (but perfectly deterministic) approximate trigonometrics, so there
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  • {{ACSFunction|description=Returns activator's armor points.
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  • {{ACSFunction|description=Checks if a ceiling texture above a tagged's thing matches name.
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  • ...age. Then, a number of MancubusShot projectiles proportional to the object's missile damage field will be launched into the air in a circular pattern, u
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  • {{ACSFunction|description=Takes (removes) one or more items from player's inventory.
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  • ...rnd), will be set to frame S_BRAINEXPLODE1 (#799), and will have its state's length modified by a random amount of 0 to 7 gametics, not allowing the fra
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  • ...mentum, be transferred to frame S_BRAINEXPLODE1 (#799), and have its frame's length randomly modified.
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  • ...ill occur. Otherwise, a BossSpawnFire object will be spawned at the object's (x,y) location on the floor of its sector, the "telept" sound will be playe
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  • This will apply 15% damage to all players in sector(s) tagged 1, if they're not wearing a radiation suit, regardless if they're t
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  • ...er|description=Spawns an object of the provided type at the calling object's location. Friendliness of the calling object will be transferred to the spa
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  • |description=Modifies a sector's damaging floor status.
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  • ...olean argument on whether to interpolate the angle rotation. By default it's '''FALSE''', which means instant angle change, while '''TRUE''' is the comm
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  • ...ituations by affecting the first line defined in the map and/or the sector(s) which it references. Use with caution!
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  • ...is resting on a side step but its center point is above another sector, it's this latter sector which will be checked, not the step sector.
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  • Filename must be specified in full, including a path if it's not going to be in the current directory, and including its .deh or .bex ex
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  • ...nce or twice, it will spawn one or two PodGoo objects at the source object's (x,y) location and its z + 48 units. The objects will be given randomized m
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  • ...it can trigger. Particle events are triggered immediately after the frame's codepointer function is executed.
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  • Obsolete. This field was a pointer to the sound's name, stored in the executable. Eternity cannot support editing of this fie
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  • Specifies the player's normal maximum carrying amount for this type of ammo. This number is double
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  • ...y weapon other than the fist or chainsaw this type would cause the shotgun's max ammo to decrease on every use.
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  • ...s put next to the "Cheat" token in order for the original DeHackEd program's parser to be more uniform. Eternity ignores everything on this line after t
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  • Purpose: The object's Counter 0 field will be set to 20, so that it will walk faster when using t
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  • |notes=There is also the [[ThingSound]] function, but it's older and inferior to this one.
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  • ...is the new lump name for that sound. If you want to rename the sound that's normally named PISTOL, you use the mnemonic PISTOL. Changing the sound lump
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  • ...syntax requires '''tics''' to be present whenever a '''pic''' is set, that's why it has '''tics''' 0.
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  • ...mally appended to wad lumps. That is, if you want to rename the music that's normally named D_ROMERO, you use the mnemonic ROMERO, even if ROMERO has al
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  • The resurrected object's normal height, radius, health, and flags information will be restored. Frie
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  • Each string must be given a unique mnemonic in its definition's header, and this is the name used to identify the string elsewhere. Each fi
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  • Purpose: Makes an object face its target, if it has one. If the object's target is partially invisible (Bits field SHADOW), totally invisible (Bits2
    387 bytes (62 words) - 06:07, 28 December 2011
  • ...uire a new target while trying to attack its current one. Note the monster's attack frames will need to have a short duration for the motion to seem smo
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  • ...use '''spritenames''' for every [[thingtype]] or [[frame]] definition. It's useful for example for [[Dehacked]].
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  • ...lump created by [[TeamTNT]] for [[Boom]] and available in [[Eternity]]. It's a binary lump.
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  • ...walking, though it is possible to set up retaliatory attacks from a thing's other states, such as the pain state, in concert with the [[TargetJump]] co
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  • ...mpatible with DECORATE. In addition, the A_Jump term is also used in ZDoom's original DECORATE implementation, making the porting of ZDoom DECORATE acto
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  • |notes=If the object's target is valid, it will turn to face it, play the <code>shotgn</code> soun
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  • Unlike Doom's [[BossDeath]], this one doesn't require a player to be alive.
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  • ...e FOOTCLIP Bits2 flag will be set. If the object is at or below its sector's floor height and it possesses a crashstate, it will transfer to its crashst
    303 bytes (51 words) - 07:29, 4 March 2012
  • ...wards compatibility, this number is not the editor number of the thing. It's a separate number identifying the class. See [[thingtype]] and check "thing
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  • TID stands for thing ID and is inherited from Hexen. It's a thing tag very similar to sector tags and line IDs.
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  • ...e NOGRAVITY Bits flag and FOOTCLIP Bits2 flag will both be set. The object's Counter 0 field will be set to 666.
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  • This is like [[Thing_Spawn]] in all respects, except that it's silent and doesn't also spawn a teleportation fog.
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  • ...g will be cleared from the object. If the object is at or below its sector's floor height and it possesses a crashstate, it will transfer to its crashst
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  • Purpose: Cacodemon attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee rang
    372 bytes (55 words) - 06:14, 28 December 2011
  • Purpose: Baron attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee rang
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  • Makes the calling actor jump to ''statenum'' if it is not under player's control. An example where this is relevant is when the dead player in multi
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  • ...es the total horizontal angle spread that the target may be seen in. If it's 0, it will be solely checked based on regular sight checks. In any case, sp
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  • Purpose: Arachnotron attack codepointer. If the object's target is valid, it will face toward it and fire one ArachnotronShot projec
    206 bytes (28 words) - 06:09, 28 December 2011
  • Purpose: Cyberdemon attack codepointer. If the object's target is valid, it will face toward it and fire one RocketShot projectile.
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  • ...script bytecodes, it can run the modern ACS as produced for ZDoom, and it's designed to be compatible with the functions and definitions provided in ''
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  • 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 tagg
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  • ...name is provided, otherwise the object will disappear forever on melee. It's almost never desirable to leave ''melee'' in its default value.
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  • ...each additional missile, spreading them out evenly, centered on the actor's angle. Thus, the angular sweep is the total separation between the first an
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  • *''height'': Z distance of object above summoner's z coordinate
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  • Under [[UDMF]] you can also use a '''sector''''s '''lightfloor''' and '''lightfloorabsolute''' properties, but this special
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  • Under [[UDMF]] you can also use a '''sector''''s '''lightceiling''' and '''lightceilingabsolute''' properties, but this spec
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  • *''tid'' : ID of the thing(s) to injure.
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  • ||[https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/solid solid.pke] || [[Doom Wiki:anotak|anotak]] || ...rld.com/forum/topic/122115-megawad-tarnsmans-projectile-hell-rcf/ Tarnsman's Projectile Hell]||Tarnsman||
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  • ...gs. See "compatname" from [[thingtype]] if you want to use those names. It's not limited to projectiles, any thing class would work.
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  • This built-in ACS function returns the Y offset of activating line's front sidedef, as an integer. Any fractional component is ignored. If the s
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  • ...sc1 S_PLASMA2; misc2 128''). Its parameter order is also opposite to ZDoom's own A_Jump action.
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  • | s
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  • This causes the final boss chant to be heard in activator's head. Other players won't hear it:
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  • '''SetTics''' is a parameterized codepointer to set a thing's calling frame tics (duration) value. It can be used to vary the duration of
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  • :*'''invert''' (18): one's complement (bitwise NOT).
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  • ...f EDF sound to play when lock activation fails. If unspecified, the player's skin "oof" sound is used as normal.
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  • Changes current script's activator to the thing tagged by [[tid]]. Returns TRUE if such a thing exis
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  • *[[HticBossDeath]]: alternative which follows Heretic's rules and doesn't check for player life
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  • description=Allows the player's weapons to use a certain class of monster codepointers that are deemed safe
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  • Returns the X (respectively Y) coordinate of polyobject ''po'''s center point, in fixed-point. It does not return the coordinate of the anch
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  • The object of comparison is player's current ammo, either to an immediate value (if checktype is between 0 and 6
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