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EDF terrain reference
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===Explanation of Fields=== *'''splash''' :Default = No splash is used by this terrain :This field specifies what splash object, if any, to use when objects strike a floor using a flat that is associated with this terrain object. *'''damageamount''' :Default = 0 :This field specifies the amount of damage this terrain inflicts on players at each damage opportunity (determined by the damagetimemask field below). If this field is zero, no damage will be inflicted. *'''damagetype''' :Default = "UNKNOWN" :Defines the Means of Damage flag used when this terrain damages a player. Values of interest to terrain are typically SLIME and LAVA. Eventually, LAVA will cause thing types which define a special flaming death frame to enter that frame. Please keep this in mind for forward compatbility. Other values for the Means of Death flag can be found in the thingtype section. *'''damagetimemask''' :Default = 0 :Sets the interval at which this terrain will inflict damage on players. This value is applied as a mask to the current level time, so to be most meaningful, this value must be a power of two minus one. A few valid values are 1, 3, 7, 15, and 31. Most DOOM nukage sectors use a mask of 31 as an example, and thus damage the player every 32 gametics, or approximately once per second. *'''footclip''' :Default = 0 :This value defines the amount of footclip in units that this terrain applies to objects standing on it that have the flags2 bit FOOTCLIP set in their options. A footclip of zero means no footclipping is applied. Some special objects may set their own footclip values and thus may not be affected by terrain footclipping in any case. Footclipping is generally only proper for liquid terrain. *'''liquid''' :Default = false :Specifies whether or not this terrain is liquid. Currently the only effect controlled by this field is suppressing player "oof" sounds when landing on liquid terrains, under the assumption that a splash sound will playing instead. In the future, certain special Heretic objects will react specially to liquid terrain. *'''splashalert''' :Default = false :Specifies whether or not this terrain causes a noise alert to propagate when a player hits a floor using this terrain. Setting this field to true means that a player hitting the given floors will cause enemies to awaken and begin chasing him. By default, DOOM terrain types do not do this, and Heretic terrain types do. *'''useptclcolors''' :Default = false :When set to true, this terrain object wants to use customized particle colors when gunshots and certain other effects strike the floor or ceiling of a sector using a flat with which this terrain is associated. Terrains which set this value to false will have their ptclcolor1 and ptclcolor2 fields ignored and will use the default gray bullet puff effects. *'''ptclcolor1''' :Default = 0 :This field may specify either a raw palette index from 0 to 255, or an RGB triplet string in the format "r g b", with each of r, g, and b being a number from 0 to 255. When an RGB triplet is specified, EDF will attempt to match the specified color to the closest color in the game's main palette. If no suitable match can be found, color zero will end up being chosen. For terrain effects that must work across multiple games, you should always utilize RGB triplets. Otherwise, palette indices are more accurate. This value is ignored if useptclcolors is false for this terrain object. This color is typically the darker of the two particle colors used for terrain effects. *'''ptclcolor2''' :Default = 0 :This field may specify either a raw palette index from 0 to 255, or an RGB triplet string in the format "r g b", with each of r, g, and b being a number from 0 to 255. When an RGB triplet is specified, EDF will attempt to match the specified color to the closest color in the game's main palette. If no suitable match can be found, color zero will end up being chosen. For terrain effects that must work across multiple games, you should always utilize RGB triplets. Otherwise, palette indices are more accurate. This value is ignored if useptclcolors is false for this terrain object. This color is typically the lighter of the two particle colors used for terrain effects. *'''minversion''' :Default = 0 :This field controls the minimum demo version in which this terrain object is usable. This field is unnecessary for the majority of user-created terrain objects, and this value should not be edited in the default terrain objects, neither via overriding nor terraindeltas, if your project is meant to function in the presence of old demos. minversion for the default objects is the first Eternity Engine version in which that terrain appeared.
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