EDF lockdefs: Difference between revisions
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Define what happens when locked lines are activated. For Doom and Heretic map formats, the lockdef IDs used by certain linedefs are hardcoded. | Define what happens when locked lines are activated. For Doom and Heretic map formats, the lockdef IDs used by certain linedefs are hardcoded. For ACS_LockedExecute and Door_LockedRaise, it is possible to use it as a number parameter. | ||
A lockdef defining the same unique ID number as a previous definition will overwrite that previous definition. | A lockdef defining the same unique ID number as a previous definition will overwrite that previous definition. | ||
Revision as of 12:38, 30 August 2016
Define what happens when locked lines are activated. For Doom and Heretic map formats, the lockdef IDs used by certain linedefs are hardcoded. For ACS_LockedExecute and Door_LockedRaise, it is possible to use it as a number parameter.
A lockdef defining the same unique ID number as a previous definition will overwrite that previous definition.
A lockdef which specifies neither "require" keys nor "any" keys can be activated by possession of any one Key type artifact, period.
Default lock identifiers are listed on this wiki.
lockdef <unique id number>
{
require <str> // Name of a Key artifact type the player must have in his/her
// inventory for the lock to activate. Any number of keys can
// be required by specifying this field more than once.
// An "any" section, of which there can be any number, defines a set of keys
// out of which the player must possess *at least one* in each "any" section.
// There can be any number of these sections defined.
any
{
keys <key> [, <key>]* // list of one or more Key artifact types
}
message <str> // Message to give if manual lock activation fails. If
// this string starts with a $, it is a BEX string
// mnemonic.
remotemessage <str> // Message to give if remote lock activation fails. If
// this string starts with a $, it is a BEX string
// mnemonic.
lockedsound <str> // Name of EDF sound to play when lock activation fails.
// If unspecified, the player's skin "oof" sound is
// used as normal.
// Mapcolor may have one of three possible values (all are treated as strings
// and then interpreted according to their contents):
// * If the value begins with #, it will be treated as a 6-digit hexadecimal
// number specifying a 24-bit RGB color value. This value will be matched to
// the closest index in the PLAYPAL. That color will be used to display any
// linedefs in the automap using this lockdef.
// * If the value begins with $, it will be treated as the name of a console
// variable which holds a palette index (0-255) to use. Only integer cvars
// with a range of 0-255 can be specified here.
// * Otherwise, the value is treated as an integer which should be in the range
// from 0 to 255, and is used as a palette index for the color to use.
mapcolor <str>
}