Editing Thing type flags

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{{backto|EDF thing reference}}
{{backto|EDF thing reference}}


==flags==
=flags=
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #C5D0E1"| Flag name
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| '''SPECIAL'''
| '''SPECIAL'''
| 0
| 0
| Collectable item (can be picked up). Only used by items.
| Collectable item (can be picked up).
 
NOTE: items use a different height value for getting picked up, not their [[thingtype]] height. The actual gettable item height is defined globally in the [[EDF game properties reference|EDF game properties]].
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''SOLID'''
| '''SOLID'''
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| '''SHOOTABLE'''
| '''SHOOTABLE'''
| 2
| 2
| Can take damage and be targeted. All shootable monsters and objects (e.g. barrels) have this.
| Can take damage and be targeted.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''NOSECTOR'''
| '''NOSECTOR'''
| 3
| 3
| Not linked into sectors. This makes the thing fully invisible (even in the automap), but also subjects it to less obvious side effects. For sprite invisibility without these side effects, use '''DONTDRAW''' instead.
| Not linked into sectors. Invisible, but can be hit. Won't be damaged by crushing floors and ceilings. Never appears in automap, even with cheats. For sprite invisibility without these side effects, use DONTDRAW from flags2 instead.
 
WARNING: do NOT change this at game time.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''NOBLOCKMAP'''
| '''NOBLOCKMAP'''
| 4
| 4
| Not linked into the blockmap. This makes the thing ignored by most of the physics, including collision with other things, hitscans and even moving surfaces. All basic projectiles and momentary visual effects have this flag. Non-solid decoration may also have this flag.
| Not linked into the blockmap. Cannot be hit, but can hit other objects.
 
WARNING: do NOT change this at game time.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''AMBUSH'''
| '''AMBUSH'''
| 5
| 5
| For monsters: always in ambush mode (even if the editor flag is not set). Generally only useful if you want a certain species to always ignore remote player gunshots.
| Always has "AMBUSH" mapthing flag behavior. Will only wake up when an enemy is seen.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''JUSTHIT'''
| '''JUSTHIT'''
| 6
| 6
| Internal monster combat flag. Monsters with this flag tend to attack immediately when first seeing player.
| Internal flag, monster will attack as soon as it is activated.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''JUSTATTACKED'''
| '''JUSTATTACKED'''
| 7
| 7
| Internal monster combat flag, delays a bit before attacking. Generally unnoticeable.
| Internal flag, delays a bit before attacking.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''SPAWNCEILING'''
| '''SPAWNCEILING'''
| 8
| 8
| Spawns on the ceiling instead of the floor. Used by all ceiling decorations (e.g. hanging bodies or chandeliers).
| Spawns on the ceiling instead of the floor.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''NOGRAVITY'''
| '''NOGRAVITY'''
| 9
| 9
| Is not subject to gravity. Used by all flying monsters, ceiling decorations and flying projectiles.
| Is not subject to gravity.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''DROPOFF'''
| '''DROPOFF'''
| 10
| 10
| This flag allows the thing to step off ledges taller than 24 units. If you give it to walking monsters, they will fall off ledges. Necessary for the player and the projectiles. Not necessary, however, for floating monsters or bouncing objects.
| Can pass over ledges higher than 24 units.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''PICKUP'''
| '''PICKUP'''
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| '''NOCLIP'''
| '''NOCLIP'''
| 12
| 12
| Is not clipped against other objects or lines. This makes the object ghostly, like the player using the "noclip" cheat.
| Is not clipped against other objects or lines.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''SLIDE'''
| '''SLIDE'''
| 13
| 13
| This flag has no effect. Use the '''flags3''' bit '''SLIDE''' instead.
| For compatibility only, has no effect. Use '''flags3''' bit '''SLIDE''' instead.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''FLOAT'''
| '''FLOAT'''
| 14
| 14
| Has a floating monster behavior, like the Cacodemon. Combined with NOGRAVITY, it makes the monster fly freely (for flying players, use FLY instead).
| Has floating monster behavior.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''TELEPORT'''
| '''TELEPORT'''
| 15
| 15
| Semi-no-clipping behaviour. Can go over steps of any height, has other odd behaviors.
| Unused vanilla flag. Can go over steps of any height, has other odd behaviors. Use not recommended.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''MISSILE'''
| '''MISSILE'''
| 16
| 16
| Is a projectile. Used by all such things.
| Is a projectile.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''DROPPED'''
| '''DROPPED'''
| 17
| 17
| Internal flag for dropped items (trooper clips, etc). Such an item can be crushed and will never respawn if dmflag implies that.
| Internal flag for dropped items (trooper clips, etc). Can be crushed, never respawns.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''SHADOW'''
| '''SHADOW'''
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| '''NOBLOOD'''
| '''NOBLOOD'''
| 19
| 19
| Doesn't bleed when hit by hitscan attacks; spawns bullet puffs instead.
| Doesn't bleed when hit by tracer attacks; spawns bullet puffs instead.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''CORPSE'''
| '''CORPSE'''
| 20
| 20
| Internally set on corpses and may slide over ledges, stairs etc. Most importantly, [[VileChase]] can revive inert things with this flag set.
| Is a corpse and may slide over ledges. Also checked by Arch-viles.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''INFLOAT'''
| '''INFLOAT'''
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| '''COUNTKILL'''
| '''COUNTKILL'''
| 22
| 22
| Counts toward kill score when defeated, and is in other cases treated as a monster. Beware that removing this flag from a monster has side effects. To have a monster who doesn't count for kills, you need to use the '''KILLABLE''' flag instead.
| Counts toward kill score when defeated, and is considered a valid target. See also '''KILLABLE'''.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''COUNTITEM'''
| '''COUNTITEM'''
| 23
| 23
| Counts toward item score when collected. NOTE: it will NOT count if the item is specified to stay when picked up (e.g. keys and weapons in multiplayer).
| Counts toward item score when collected. May respawn if item respawning is enabled.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''SKULLFLY'''
| '''SKULLFLY'''
| 24
| 24
| Internal flag, used for charging monster (e.g. lost soul) maintenance.
| Internal flag, used for charging monster maintenance.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''NOTDMATCH'''
| '''NOTDMATCH'''
| 25
| 25
| Is not spawned at level start in Deathmatch game modes. Used by all access keys because they're assumed to be already in players' possessions in Deathmatch.
| Is not spawned at level start in Deathmatch game modes.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''TRANSLATION1'''
| '''TRANSLATION1'''
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:BOUNCES: can be used for projectiles, allowing grenades to be implemented.
:BOUNCES: can be used for projectiles, allowing grenades to be implemented.


==flags2==
=flags2=
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #C5D0E1"| Flag name
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| '''NOSTRAFE'''
| '''NOSTRAFE'''
| 2
| 2
| Never backs out from melee attackers, even if enabled in the monster settings in the menu.
| Never uses MBF strafing logic even if enabled.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''NORESPAWN'''
| '''NORESPAWN'''
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| '''PUSHABLE'''
| '''PUSHABLE'''
| 9
| 9
| Can be pushed, like the Heretic pods.
| Can be pushed, like Heretic pods.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''MAP07BOSS1'''
| '''MAP07BOSS1'''
| 10
| 10
| Is a boss for the MAP07_1 boss special (tag 666), like the Mancubi in original DOOM 2.
| Is a boss for the MAP07_1 boss special (tag 666).
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''MAP07BOSS2'''
| '''MAP07BOSS2'''
| 11
| 11
| Is a boss for the MAP07_2 boss special (tag 667), like the Arachnotrons in original DOOM 2.
| Is a boss for the MAP07_2 boss special (tag 667).
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''E1M8BOSS'''
| '''E1M8BOSS'''
| 12
| 12
| Is a boss for the E1M8 boss special (tag 666), like the Barons in original DOOM 1.
| Is a boss for the E1M8 boss special (tag 666).
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''E2M8BOSS'''
| '''E2M8BOSS'''
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| '''FLOATBOB'''
| '''FLOATBOB'''
| 19
| 19
| Bobs perpetually on the z axis, like the Heretic and Hexen powerups.
| Bobs perpetually on the z axis, like Heretic and Hexen powerups.
|-style="background-color: #F5F5F5"
|-style="background-color: #F5F5F5"
| '''DONTDRAW'''
| '''DONTDRAW'''
| 20
| 20
| Completely invisible, but without the side effects of '''NOSECTOR'''.
| Doesn't generate a sprite (invisible, but appears on automap).
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''SHORTMRANGE'''
| '''SHORTMRANGE'''
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| '''SPAWNFLOAT'''
| '''SPAWNFLOAT'''
| 26
| 26
| Spawns at a randomized height within the range of its sector, like the Heretic Gargoyle.
| Spawns at a randomized height within the range of its sector, like Heretic Gargoyle.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''INVULNERABLE'''
| '''INVULNERABLE'''
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| '''DORMANT'''
| '''DORMANT'''
| 28
| 28
| Spawns as dormant and invulnerable regardless of mapthing flags. Must be awakened by a script or line special.
| Spawns as dormant and invulnerable regardless of mapthing flags. Must be awakened by script or line special.
|-style="background-color: #D9D9D9"
|-style="background-color: #D9D9D9"
| '''SEEKERMISSILE'''
| '''SEEKERMISSILE'''
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|}
|}


==flags3==
=flags3=
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #C5D0E1"| Flag name
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|}
|}


==flags4==
=flags4=
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #C5D0E1"| Flag name
Line 583: Line 577:
|23
|23
|Prevents Heretic-style projectiles from producing blood when hitting this thing (assuming it sheds blood).
|Prevents Heretic-style projectiles from producing blood when hitting this thing (assuming it sheds blood).
|-style="background-color: #F5F5F5"
|'''HERETICBOUNCES'''
|24
|Thing bounces like the Heretic mace spheres: if it's also a '''MISSILE''' without '''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 managed in the [[DeathBallImpact]], [[MaceBallImpact]] and [[MaceBallImpact2]] codepointers (or other user behavior) called during the death state, which may even remove this flag among other things.
|-style="background-color: #D9D9D9"
|'''MONSTERPASS'''
|25
|Thing passes through monster-blocking lines, without being a friend, projectile or a player.
|-style="background-color: #F5F5F5"
|'''LOWAIMPRIO'''
|26
|Low autoaim priority, like friends or Heretic pods.
|-style="background-color: #D9D9D9"
|'''STICKYCARRY'''
|27
|Can carry other things on top of it. In addition, their movement acceleration is impeded while standing on it. You can use this to ride cacodemons.
|-style="background-color: #F5F5F5"
|'''SETTARGETONDEATH'''
|28
|Guarantees that their blame target is set properly upon death. This helps with chain reactions such as Heretic pods, where you can really get a frag for killing a player from a chain reaction.
|-style="background-color: #D9D9D9"
|'''SLIDEOVERTHINGS'''
|29
|If on top of other things, keep sliding without stopping.
|-style="background-color: #F5F5F5"
|'''UNSTEPPABLE'''
|30
|Thing cannot be stepped on like a stair. This is typical with all Heretic solid things.
|-style="background-color: #D9D9D9"
|'''RANGEEIGHTH'''
|31
|Consider range to target as 1/8 of its actual range when determining whether to attack during a [[Chase]] state. Typical due to Strife-specific behaviour.
|-
|-
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #C5D0E1"| Flag name
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!style="background-color: #C5D0E1"| Description
!style="background-color: #C5D0E1"| Description
|}
|}
==flags5==
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| Description
|-style="background-color: #F5F5F5"
|'''NOTAUTOAIMED'''
|0
|Not subject to autoaiming. Useful for optional destructibles which you don't want to capture player's autoaim instead of other monsters, while also avoiding the side effects of using '''FRIEND''' for this
|-
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| Description
|}
[[category:EDF]]
[[category:EDF]]
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