Editing EDF animation

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Eternity supports defining animations and switches through [[EDF]]. It also supports Hexen [[ANIMDEFS]] lumps with some ZDoom extensions, allowing cross-port mods to run on it. This article describes the EDF version. New Eternity features will be added in EDF in the future, while the ANIMDEFS lump support will be updated with the GZDoom-compatible features integrated into Eternity.
Eternity supports defining animations and switches through [[EDF]]. It also supports Hexen [[ANIMDEFS]] lumps with some ZDoom extensions, allowing cross-port mods to run on it. This article describes the EDF version. New Eternity features will be added in EDF in the future, while the ANIMDEFS lump support will be updated with the GZDoom-compatible features integrated into Eternity.
Also see [[EDF switch]].


{{Backto|EDF}}
{{Backto|EDF}}
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   wall <name>
   wall <name>
   
   
  // Optional flags for this animation
   flags <flags>
   flags <flags>
   
   
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   pic { name 2 }
   pic { name 2 }
  }
  }
==Switches==
Switches can be defined in EDF. You can also define switches with [[ANIMDEFS]] or [[SWITCHES]], but any new Eternity features will be added in EDF as they get developed.
They have the following syntax:
switch <name>
{
  on <texture>
  sound <mnemonic>
  offsound <mnemonic>
  gameindex <number>
}
===Explanation of fields===
The '''name''' field is the "off" texture of the switch, and is also used to identify the entry. Usually in Doom it has a name starting with SW1, like "SW1LION" in original Doom. The '''on''' field is the activated texture, starting in Doom usually with SW2, like SW2LION.
You can also give sounds to switches. The '''sound''' field, if specified, lets you set a custom sound to a switch. In addition, you can set '''offsound''' if you want an alternate sound to go from the '''on''' texture back to the '''name''' texture.
'''Gameindex''' is a compatibility setting from [[SWITCHES]] which declares if the switch is available for Doom shareware, Doom registered or Doom commercial. Not meaningful for mods, so you can ignore it.
===Example===
switch SW1LEVER { on SW2LEVER  sound clank  offsound lvreset }
 


[[category:EDF]]
[[category:EDF]]
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