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===Finale control=== {|class="wikitable sortable" ! Variable ! Description ! Example |- ||'''boss-specials'''||A flags field that specifies what formerly level-specific boss "magic codepointer" actions are enabled for this level. This field takes a value in the same format as that used by [[EDF]], DeHackEd/BEX, and ExtraData flag fields, but the format will be reviewed here for completeness. A BEX flag list is a string of flag names separated by whitespace, pipe characters, commas, or plus characters. Flags are combined using bitwise-OR logic, so a flag name can be specified more than once. Specifying a flag name causes that flag to be turned on. The default state of all flags is off. These are the flag values which are available for this field: Flag name Decimal Hex Meaning ----------------------------------------------------------------- MAP07_1 1 0x0001 MAP07 Special 1 (BossDeath only) MAP07_2 2 0x0002 MAP07 Special 2 (BossDeath only) E1M8 4 0x0004 E1M8 Special E2M8 8 0x0008 E2M8 Special E3M8 16 0x0010 E3M8 Special E4M6 32 0x0020 E4M6 Special (BossDeath only) E4M8 64 0x0040 E4M8 Special E5M8 128 0x0080 E5M8 Special (HticBossDeath Only) ----------------------------------------------------------------- Notes: Actions differ depending on whether monsters use the [[BossDeath]] or [[HticBossDeath]] codepointers. See the documentation for those specific codepointers to see what actions they perform. The monsters which must be dead for a given special to activate are controlled by various [[EDF]]/BEX thingtype flags. Together, these features allow complete customization. || All of these are equivalent: boss-specials = MAP07_1|MAP07_2 boss-specials = MAP07_1 | MAP07_2 boss-specials = MAP07_1+MAP07_2 boss-specials = MAP07_2 + MAP07_2 boss-specials = MAP07_1,MAP07_2 boss-specials = MAP07_1, MAP07_2 boss-specials = MAP07_1 MAP07_2 |- ||'''endofgame'''||Boolean value which, if true, causes a DOOM II cast call to occur when this map is exited. This value is currently only usable in DOOM II. A level must also have intermission text defined for a cast call to take place.|| endofgame = true |- ||'''endpic'''||String value. If '''finaletype''' has been set to '''endpic''', this value specifies the picture lump to display for the finale.|| finaletype = endpic endpic = FINALPIC // show a custom patch lump named FINALPIC |- ||'''finale-early'''||Boolean value which, if true, indicates that a text intermission should occur after this map without displaying the usual score screen. If no intermission text is defined for this map, this variable has no effect.|| finale-early = true |- ||'''finale-normal'''||Boolean value which, if true, indicates that a text intermission should only occur after this map if a normal exit was taken. If no intermission text is defined for this map, this variable has no effect.|| finale-normal = true |- ||'''finale-secret'''||Boolean value which, if true, indicates that a text intermission should only occur after this map if a secret exit was taken. If no intermission text is defined for this map, this variable has no effect.|| finale-secret = true |- ||'''finaletype'''||Specifies which finale image sequence to use. Possible values are: *'''text''': Only the intertext will be displayed. Play will then continue to the next level normally. *'''doom_credits''': The DOOM CREDITS screen will be displayed after the intertext. Play ends after this map. *'''doom_deimos''': The DOOM picture of Deimos above Hell will be displayed after the intertext. Play ends after this map. *'''doom_bunny''': The scrolling picture of Daisy's head on a pike will be displayed, accompanied by the words "THE END" which are shot up with several bullets. Play ends after this map. *'''doom_marine''': The E4 ending picture of the Marine holding Daisy's head is displayed after the intertext. Play ends after this map. *'''htic_credits''': The Heretic CREDITS screen will be displayed after the intertext. Play ends after this map. *'''htic_water''': The Heretic underwater screen with special palette is displayed after the intertext. Play ends after this map. *'''htic_demon''': The Heretic demon scroller is displayed after the intertext. Play ends after this map. *'''psx_udoom''': PSX Ultimate DOOM finale *'''psx_doom2''': PSX DOOM II finale *'''endpic''': End the game with a custom static picture set by the '''endpic''' property (see its relevant row in this table). This is a generalization of the DOOM I and Heretic intermediary episode endings. || |- ||'''finalesecrettype'''||Like above, but for the secret exit.|| |- ||'''inter-backdrop'''||Name of a 64x64 flat OR a 320x200 graphic lump to be displayed as the background of a text intermission which occurs after this map. The flat namespace will be searched first, so if both a flat and a 320x200 picture of the same name exist, the flat will be chosen.|| inter-backdrop = FLATHUH1 |- ||'''intermusic'''||Name of a MUS or MIDI lump to use as music during a text intermission which occurs after this map. If no intertext is defined for the map, this value will not be used. In DOOM gamemodes, the string provided should be the lump name minus the "D_" prefix. In Heretic, the string provided should be the lump name minus the "MUS_" prefix. You are *not* limited to using only the built-in music lump names; Eternity automatically adds any new lump which matches the naming convention for the current gamemode to the internal music list.|| intermusic = ROMERO |- ||'''intertext'''||Lump name of a text lump to be loaded as intermission text for this level. If the level has an intermission by default, this will replace the default intermission text, even if it has been edited via DeHackEd. If there is not normally a text intermission after this map, the presence of this variable serves to enable it. If no intertext is defined, a text intermission will not occur after a map. The formatting of the text inside the indicated lump will be preserved exactly, with the exception of tabs, which are converted to spaces. There is no length limitation, but only one screen of text (40 columns, 17 rows) can be displayed. Any extra text will be drawn off the bottom of the screen.|| intertext = MAP04TXT |- ||'''intertext-secret'''||Like '''intertext''', but for the secret exit.|| |- ||'''killfinale'''||Boolean value that allows built-in text intermission points to be disabled. For example, if you do not want text to appear after DOOM II MAP11, set this variable to true.|| killfinale = true |- ||'''levelaction'''||Specifies what happens when certain species of monsters all die in the map. The syntax is such: ''thingtype'' ''special'' [''arg1'' [''arg2'' [''arg3'' [''arg4'' [''arg5'']]]]]. You can even have more than one per level. NOTE: this does not depend on the presence of the [[BossDeath]] or [[HticBossDeath]] codepointer in a monster's death sequence. Instead, it triggers immediately when the last monster is killed. In fact, if used in a map without such monsters, it will activate from the start. Also, it can only be used for actual monsters ('''COUNTKILL''' or '''KILLABLE''' in '''cflags'''), not for picking up items. Use '''levelaction-bossdeath''' if you want triggering when said codepointers are run. || levelaction = BaronOfHell Floor_LowerToLowest 671 8 levelaction = Arachnotron Floor_RaiseByValue 667 8 24 |- ||'''levelaction-bossdeath'''||Like '''levelaction''', but activated only during [[BossDeath]] or [[HticBossDeath]] from a dead monster of the intended species. Same syntax as '''levelaction'''. Warning: this one is susceptible to unexpected effects if the monsters can respawn or resurrect, then die again, retriggering the action. Use with care. |}
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