EDF lockdefs: Difference between revisions

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(Created page with "Define what happens when locked lines are activated. For Doom and Heretic map formats, the lockdef IDs used by certain linedefs are hardcoded. Once ACS_LockedExecute is implement...")
 
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A lockdef which specifies neither "require" keys nor "any" keys can be activated by possession of any one Key type artifact, period.
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>
  lockdef <unique id number>

Revision as of 13:34, 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. Once ACS_LockedExecute is implemented (not done yet), it will be possible to use it through ExtraData for those map formats, as well as in Hexen-format maps.

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>
}