EDF thing reference
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====Basic Stats==== *'''spawnhealth''' :Default = 1000 :Sets a thing's maximum amount of life. *'''gibhealth''' ''number'' :gibhealth overrides the gamemode default behavior for determining the negative amount of health at which a thing uses its "extreme" death state rather than its normal one. This is ordinarily defined in terms of the spawnhealth (Doom and Strife thingtypes gib at -spawnhealth; Heretic and Hexen thingtypes gib at -(spawnhealth/2). :If an inheriting thingtype changes its spawnhealth, it will "lose" the inherited definition of gibhealth from its parent. If changing spawnhealth when inheriting from a thingtype that customizes gibhealth, be sure to re-customize the gibhealth in the inheriting thingtype. *'''reactiontime''' :Default = 8 :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. *'''painchance''' :Default = 0 :Sets the chance out of 255 that this thing will enter its painstate when it is injured. A thing with 0 painchance will never feel pain, whereas a thing with 255 painchance will always feel pain. If a thing has a painchance greater than zero, it should have a valid painstate, otherwise it will disappear forever. *'''speed''' :Default = 0 :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. :This field also supports floating-point values. When a floating-point value is provided, it will be translated into the corresponding fixed-point value. This means that a value of 10.0 is equivalent to the integer value 655360 (10*65536). It is NOT equivalent to 10. This distinction is very important. Small integer speed values are appropriate for monsters, whereas floating-point values will be suitable only for missiles. *'''fastspeed''' :Default = 0 :When the game is switched into Nightmare difficulty or -fast mode is active, all thing types with a non-zero fastspeed will have their speed fields changed to their fastspeed value. This enables editing of the -fast speed of projectiles and monsters. For detailed information on speed, see the speed field itself above. Note: as of EDF 1.2, this field also supports floating-point numbers, with the same meaning as that for the speed field. *'''radius''' :Default = 20.0 :Floating-point value 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 64.0 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 64.0 to remain absolutely safe. *'''height''' :Default = 16.0 :Floating-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 relative to walls and floor/ceiling heights. For purposes of clipping against other things, monsters were 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. *'''correct_height''' :Default = 0.0 :Floating-point value that represents a height for this thing type which is corrected for 3D object clipping. When 3D object clipping is enabled and the comp_theights variable is set to off, objects which have a non-zero correct_height field will begin to use this value for their height instead of the normal height field. If an object has the 3DDECORATION flags3 bit set, it will still clip missiles at its original height instead of at this value, so that playability of old maps is not altered. This field will generally only be necessary for old DOOM objects, which have now been assigned correct_height values in the default things.edf module. Use for new objects is discouraged; instead, set the height field above to the proper value. *'''mass''' :Default = 100 :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. Objects with a mass less than 10 will cause small terrain hits when landing on terrain that supports small splashes. *'''respawntime''' :Default = 420 :Sets the number of gametics before the monster may respawn. A tic is 1/35 of a second. *'''respawnchance''' :Default = 4 :Sets the chance out of 255 that the monster may respawn after respawntime has passed. The check is done for each tic that the monster isn't blocked.
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