User contributions for Printz
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15 August 2009
- 18:0218:02, 15 August 2009 diff hist +442 N BrainAwake New page: Type: Object sound pointer, normal Purpose: Plays the "bossit" sound effect at full volume. Notes: In DOOM, this codepointer was also responsible for initializing the internal list of Bo... current
- 18:0218:02, 15 August 2009 diff hist +104 N BrainPain New page: Type: Object sound pointer, normal Purpose: Plays the "bospn" sound effect at full volume. Thunk: Yes. current
- 18:0118:01, 15 August 2009 diff hist +601 N Scream New page: Type: Object sound pointer, normal Purpose: Plays the object's death sound, if it has one. If the object uses certain sounds as its death sound, it may play one of a set of random sounds ... current
- 18:0118:01, 15 August 2009 diff hist +558 N PlaySound New page: Type: Object sound pointer, parameterized Parameter Information: *Unknown 1 = Sound DeHackEd number to play (must be valid, no default) *Unknown 2 = Select sound volume **0 = normal (...
- 18:0018:00, 15 August 2009 diff hist +259 N Sor1Pain New page: Type: Miscellaneous / sound, normal Purpose: The object's Counter 0 field will be set to 20, so that it will walk faster when using the Sor1Chase codepointer. Control will then transfer t...
- 18:0018:00, 15 August 2009 diff hist +153 N SpawnSound New page: Type: Miscellaneous / sound, normal Purpose: The object will emit the "boscub" sound effect, and then control will transfer to the SpawnFly codepointer. current
- 18:0018:00, 15 August 2009 diff hist +131 N FatRaise New page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "manatk" sound effect. Thunk: Yes.
- 17:5917:59, 15 August 2009 diff hist +131 N SkelWhoosh New page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "skeswg" sound effect. Thunk: Yes.
- 17:5917:59, 15 August 2009 diff hist +159 N FireCrackle New page: Type: Miscellaneous / sound, normal Purpose: Plays the "flame" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
- 17:5917:59, 15 August 2009 diff hist +160 N StartFire New page: Type: Miscellaneous / sound, normal Purpose: Plays the "flamst" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
- 17:5817:58, 15 August 2009 diff hist +255 N DripBlood New page: Type: Miscellaneous, normal Purpose: A HereticBlood object will be spawned at a random location within a small distance of the source object, will be given randomized x and y momenta, and... current
- 17:5817:58, 15 August 2009 diff hist +874 N MakePod New page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called by pod generators to spawn pods. The object's Counter 0 field is used to track the number of pods currently owned ... current
- 17:5717:57, 15 August 2009 diff hist +377 N RemovePod New page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called when a pod is destroyed. This codepointer uses an internal field of the object to find the pod generator which spaw...
- 17:5717:57, 15 August 2009 diff hist +491 N PodPain New page: Type: Miscellaneous, normal Purpose: Called when pods are damaged. There is a 50% chance that this codepointer will do nothing. Provided it takes action, there is a 16/256 chance that the...
- 17:5617:56, 15 August 2009 diff hist +336 N Sor2DthLoop New page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. Each call to this codepointer decrements Counter 0 field set by Sor2DthInit by one. If the field is still ... current
- 17:5617:56, 15 August 2009 diff hist +399 N Sor2DthInit New page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. The object's Counter 0 field will be set to 7 so that the death frame sequence loops 7 times, and all livi... current
- 17:5617:56, 15 August 2009 diff hist +603 N GenWizard New page: Type: Miscellaneous, normal Purpose: DsparilShot2 Disciple spawning pointer. The pointer will attempt to spawn a Disciple object at its (x,y) location and at its z minus 1/2 the height of...
- 17:5517:55, 15 August 2009 diff hist +222 N BlueSpark New page: Type: Miscellaneous, normal Purpose: Spawns D'Sparil's blue projectile spark trail. Two DsparilSpark objects are spawned at the object's location and are given randomized x, y, and z mome...
- 17:5517:55, 15 August 2009 diff hist +159 N MummySoul New page: Type: Miscellaneous, normal Purpose: Spawns a GolemSoul object 10 units above the object and gives it upward momentum of 1 unit. New to Eternity. Thunk: Yes. current
- 17:5417:54, 15 August 2009 diff hist +985 N LineEffect New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Line special (default of 0 = 0) *Unknown 2 = Sector tag (default of 0 = 0) Purpose: Allows objects to trigger l...
- 17:5417:54, 15 August 2009 diff hist +297 N Face New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer angle to face (default of 0 = 0 degrees) Purpose: Makes the object face toward the indicated angle. New ...
- 17:5417:54, 15 August 2009 diff hist +246 N Turn New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer number of degrees to turn (default of 0 = 0 degrees) Purpose: The object will turn from its present angl...
- 17:5317:53, 15 August 2009 diff hist +780 N Spawn New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = DeHackEd number of thing type to spawn (must be valid, no default) *Unknown 2 = Integer amount of units to add to...
- 17:5317:53, 15 August 2009 diff hist +262 N Fire New page: Type: Miscellaneous, normal Purpose: Moves the object in front of the object it is tracing, if the object which it was spawned by has not lost sight of the traced object. This object must...
- 17:5217:52, 15 August 2009 diff hist +1,914 N SpawnFly New page: Type: Miscellaneous, normal Purpose: Boss spawn cube spawning function. If the spawn cube has not reached its target spot, which is judged by a precomputed amount of time having passed, n...
- 17:5217:52, 15 August 2009 diff hist +490 N BrainExplode New page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion, called by rockets spawned by BrainScream. Another RocketShot object will be spawned within a small distance of the one calling t...
- 17:5117:51, 15 August 2009 diff hist +621 N BrainScream New page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion. Spawns RocketShot objects from the point (object.x - 196, object.y - 320, z) to the point (object.x + 320, object.y - 320, z), s...
- 17:5117:51, 15 August 2009 diff hist +146 N Die New page: Type: Miscellaneous, normal Purpose: Causes the object to die by damaging it for its current health. This codepointer is new to MBF. Thunk: Yes.
- 17:5017:50, 15 August 2009 diff hist +393 N UnSetFlags New page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) **1 = Bits **2 = Bits2 **3 = Bits3 *Args2 = Value to Inverse-Logical-AND with sele...
- 17:5017:50, 15 August 2009 diff hist +382 N SetFlags New page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) ** 1 = Bits ** 2 = Bits2 ** 3 = Bits3 * Args2 = Value to Logical-OR with selected ...
- 17:4917:49, 15 August 2009 diff hist +207 N A Nailbomb New page: Type: Miscellaneous, normal Purpose: Causes a blast radius attack with radius and max damage value of 128, and then fires 30 bullet tracers in a circular spread for 10 damage each. New to...
- 17:4917:49, 15 August 2009 diff hist +903 N Mushroom New page: Type: Miscellaneous, parameterized Parameter Information: * Unknown 1 = Fixed-point launch angle factor (default of 0 = 4 units) * Unknown 2 = Fixed-point missile momentum factor (defa...
- 17:4817:48, 15 August 2009 diff hist +508 N BFGBurst New page: Type: Miscellaneous, normal Purpose: Explosion effect of the Plasma Burst BFG weapon. This BFG does not do tracer-based damage. Instead, 40 EEBetaPlasma3 projectiles will be fired from th...
- 17:4717:47, 15 August 2009 diff hist +867 N BouncingBFG New page: Type: Miscellaneous, normal Purpose: Explosion effect of Bouncing BFG weapon. This BFG does not do any tracer-based damage. Instead, 40 test traces are fired in a circular pattern from th...
- 17:4617:46, 15 August 2009 diff hist +949 N BFG11KHit New page: Type: Miscellaneous, normal Purpose: Explosion effect of BFG 11k weapon. Designed for more balanced play in deathmatch, this BFG works very differently. First, if the BFG ball explodes cl...
- 17:4017:40, 15 August 2009 diff hist +17,967 N Parameterized linedef specials New page: Parameterized Floor Types ------------------------------------------------------------------------------ # Function ExtraData Name 306 Up to Highest Nei...
- 17:2717:27, 15 August 2009 diff hist +117 N Editing reference New page: * Linedef types * Sector types * Linedef flags * Thing flags * Thing types * Predefined lumps
- 17:1917:19, 15 August 2009 diff hist +11,689 N Predefined lumps New page: Most predefined lumps used in BOOM and MBF are still present in Eternity, although not all are used. These lumps can be found in eternity.wad and are no longer stored inside the executable...
- 17:0317:03, 15 August 2009 diff hist +6,191 N Thing types New page: == New to BOOM == BOOM has implemented two new thing types as well, BoomPushPoint (5001), and BoomPullPoint (5002). These control the origin of the point source wind effect controlled by l...
- 16:5916:59, 15 August 2009 diff hist +1,498 N Thing flags New page: === New to BOOM === BOOM has implemented two new thing flags, "not in DM" and "not in COOP", which in combination with the existing "not in Single" flag, usually called "Multiplayer", allo...
- 16:5916:59, 15 August 2009 diff hist −9 Linedef flags No edit summary
- 16:5816:58, 15 August 2009 diff hist +1,908 N Linedef flags New page: === Introduced with BOOM === Only one new linedef flag is added by BOOM, called PassThru, which allows a push or switch linedef trigger to pass the push action thru it to ones within range...
- 16:5516:55, 15 August 2009 diff hist +2,705 N Generalized sector types New page: Eternity also provides generalized sector types, based on bit fields, that allow several sector type properties to be independently specified for a sector. Texture change linedefs can be u...
- 16:5316:53, 15 August 2009 diff hist +1,483 N Regular sector types New page: From Matt Fell's [http://www.doomworld.com/idgames/index.php?id=1138 Unofficial DOOM Spec] the DOOM sector types are: Dec Hex Class Description ---------------------------------------...
- 16:4916:49, 15 August 2009 diff hist +382 N Sector types New page: Eternity is backward compatible with DOOM's sector types. All types 0-17 have the same meaning they did under DOOM. Types 18-31 are reserved for extended sector types, that work like DOOM'...
- 16:4716:47, 15 August 2009 diff hist +31 Pillar linedef types →Pillar linedef types
- 16:4716:47, 15 August 2009 diff hist +31 Polyobject →PolyObject Doors
- 16:4616:46, 15 August 2009 diff hist +31 Script control linedef types No edit summary
- 16:4616:46, 15 August 2009 diff hist +37 Portal linedef types →Linked portals
- 16:4616:46, 15 August 2009 diff hist +31 Scroller linedef types →Accelerative Scrollers