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DeHackEd / BEX Reference/Thing Block
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==Fields== ====ID # = <number>==== Sets the id, or "doomednum", used to identify this thing type in maps. For example, when a map calls for a thing with id 2003, the game engine will find the thing type which has that number in this field. Every thing that will be spawned on maps must have a unique ID number. Things which are not spawned on maps, such as fireballs, can be given an ID of -1. ====Initial frame = <frame number>==== Sets the frame which a thing starts in when it is spawned. Monsters generally use this frame to stand still and look for targets. <frame number> must be a valid frame DeHackEd number. ====Hit points = <number>==== Sets a thing's maximum amount of life. It is only used for things which can be shot. ====First moving frame = <frame number>==== Sets the frame which a monster will jump to when it sees or hears a target. Also called walking frames. ====Alert sound = <sound number>==== Sets the sound that a monster will play when it awakens. This sound is also played by missiles when they are shot. <sound number> must be a valid sound number. See the sound number table for details. ====Reaction time = <number>==== Sets an amount of time that a thing must wait under certain circumstances. Monsters use this value as a means to control their rate of attack. This value is also used as an internal field for varying purposes, but those uses are not editable. ====Attack sound = <sound number>==== Sets a sound used by some monster attacks, including the Lost Soul's charge. ====Injury frame = <frame number>==== Sets the frame a thing may randomly enter when it has been injured. ====Pain chance = <number>==== Sets the chance out of 255 that this thing will enter its pain state when it is injured. A thing with 0 pain chance will never feel pain, whereas a thing with 255 pain chance will always feel pain. If a thing has a pain chance greater than zero, it should have a valid Injury frame, otherwise it will disappear forever. ====Pain sound = <sound number>==== Sets the sound played by the Pain codepointer when this thing uses it. Monsters and the player always call Pain from their Injury frames. ====Close attack frame = <frame number>==== If this frame is non-zero, monsters chasing a target will attempt to close to melee range quickly. When they determine they are within 64 units of their target, they may randomly enter this frame to perform a melee attack. ====Far attack frame = <frame number>==== If this frame is non-zero, monsters chasing a target will randomly enter it to perform a missile attack. ====Death frame = <frame number>==== When a thing dies normally, it will enter this state. If the state is zero, the thing will disappear forever. ====Exploding frame = <frame number>==== If a thing dies by taking enough damage that its health is equal to its negated Hit points value, it will enter this frame instead of its Death frame. This is also known as gibbing, or extreme death. If this frame is zero, the thing will always die normally. ====Death sound = <sound number>==== Sound played by the Scream codepointer. Used to play monster death sounds. ====Speed = <number>==== Value used by monsters as a movement delta per walking frame. The monster will move by an amount relative to this value each time it uses the Chase codepointer. For missiles, this value is a fixed-point number (multiplied by 65536), and represents a constant speed by which the missile advances every game tic. Missile speed is not affected by the missile frame durations, whereas monster walking speed is. ====Width = <number>==== Fixed-point value (multiplied by 65536) that represents the radius of this thing type. A thing can fit into corridors which are at least as wide as this value times two, plus one unit (ie a thing with radius 32 can fit into a 65-wide hallway). The maximum value this field *should* have is 2097152, which is equal to 32 units. However, the game breaks its own rule here, giving several monsters radii up to 128 units. These monsters, which include the mancubus, arachnotron, and spider demon, exhibit clipping errors which enable other things to walk into them, and which can cause some moving sectors to malfunction. Avoid giving things radii larger than this to remain absolutely safe. ====Height = <number>==== Fixed-point value that represents the height of this thing type. A thing can fit into areas which are of this exact height or taller. Note that in DOOM, this value is only used to see where a monster can fit. For purposes of clipping, monsters are considered to be infinitely tall. However, Eternity's extended 3D object clipping enables this field to also be used to allow or disallow things to pass over, under, or stand on this thing. ====Mass = <number>==== Normal integer value that serves as a mass factor for this object. Mass affects the amount of thrust an object is given when it is damaged, the amount of effect an archvile's attack can have on it, and for bouncing objects, the rate at which they fall. ====Missile damage = <number>==== This number is used as a damage multiplier when a missile hits a thing. The damage formula used is: damage = ((rnd % 8) + 1) * missiledamage This field is also used as a parameter by some new, parameterized codepointers, including BetaSkullAttack and Detonate. ====Action sound = <sound number>==== Sets the sound used by a thing when it is wandering around. A thing is given a 3 out of 256 chance (1.17%) of making this sound every time it calls the Chase codepointer. There are some new Bits3 flags which can alter the behavior of this sound. ====Bits = <number || flag list>==== This field controls a number of thing type properties using bit flags, where each bit in the field stands for some effect, and has the value of being either on or off. In old DeHackEd patches, this field is an integer number. BEX Extensions allow a human-readable string of flag values to be provided instead. See the flag field lists below for more information. ====Bits2 = <number || flag list>==== Similar to Bits but takes a different set of values with different meanings. This field is an Eternity extension. See below for more information. ====Bits3 = <number || flag list>==== Similar to Bits but takes a different set of values with different meanings. This field is an Eternity extension. See below for more information. ====Respawn frame = <frame number>==== If this frame is non-zero, an Archvile can perform a resurrection on this creature. When this occurs, the creature will enter this frame. ====Translucency = <number>==== This field is an Eternity extension which allows fine, customizable control over a thing's translucency. The value of this field may range from 0 to 65536, with 0 being completely invisible, and 65536 being normal. Consider the following example: Thing 2 (Trooper) Translucency = 32768 Trooper objects will be 50% translucent in this example, since 32768 is half of 65536. Note this effect is mutually exclusive of BOOM-style translucency. If this value is not 65536, and the BOOM translucency flag is turned on, the flag will be turned off at run-time, and this field will take precedence. ====Blood color = <number>==== This field is an Eternity extension. Allows this thing type to have differently colored blood when particle blood effects are enabled (this does not currently have any effect on blood sprites). Currently available blood color values are as follows: Blood color Number -------------------------- Red (normal) 0 Grey 1 Green 2 Blue 3 Yellow 4 Black 5 Purple 6 White 7 Orange 8 -------------------------- ====Splash group = <number>==== Adds this thing to a [[thinggroup]] identified by a unique number with flag '''NOSPLASHDAMAGE'''. Objects with this value will not take any radius (explosion) damage from any inflictor objects with the same value. For example: monsters and rockets. ====Infighting group = <number>==== Adds this thing to a [[thinggroup]] identified by a unique number with flag '''DAMAGEIGNORE'''. In addition, it gets '''NOSPECIESINFIGHT''' thingtype flag. This makes this monster never enter infights with its own kind an none other species sharing this value. ====Projectile group = <number>==== If <number> is 0 or positive: adds this thing to a [[thinggroup]] identified by a unique number with flag '''PROJECTILEALLIANCE'''. All monsters sharing this value will be immune to projectiles shot by any other monsters. If <number> is negative, then it gets the '''HARMSPECIESMISSILE''' flag, which means the monster gets affected by projectiles from same species.
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