Editing EMAPINFO
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The '''EMAPINFO''' lump customizes | The '''EMAPINFO''' lump customizes properties of a map. It is the main Eternity lump for this purpose. | ||
{{Backto|Eternity Engine}} | {{Backto|Eternity Engine}} | ||
{{editref}} | {{editref}} | ||
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edf-intername = true | edf-intername = true | ||
|- | |- | ||
||inter-levelname||Name of the map to display in the intermission score screen. This is separate from '''levelname''' which is for the automap display, and can be used as an alternative to '''levelpic''' which is a graphic lump for the intermission name. If both '''inter-levelname''' and '''levelpic''' are present, '''levelpic''' takes precedence. Unlike '''levelpic''', this one also works in Heretic.|| | ||inter-levelname||Name of the map to display in the intermission score screen. This is separate from '''levelname''' which is for the automap display, and can be used as an alternative to '''levelpic''' which is a graphic lump for the intermission name. If both '''inter-levelname''' and '''levelpic''' are present, '''levelpic''' takes precedence. Unlike '''levelpic''', this one also works in Heretic.|| | ||
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||nextsecret||The exact header name of the next level to go to when a secret exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. Note that except for maps which normally have secret exits, the default behavior is to repeat the same level. This MapInfo value allows you to avoid that and use a secret exit on any map.|| | ||nextsecret||The exact header name of the next level to go to when a secret exit occurs on this map. This can specify *any* lump name, but the lump should be a valid level header or an error will occur. Note that except for maps which normally have secret exits, the default behavior is to repeat the same level. This MapInfo value allows you to avoid that and use a secret exit on any map.|| | ||
nextsecret = MAP34 | nextsecret = MAP34 | ||
|- | |- | ||
||partime||Partime for the map in seconds. This value overrides any value provided via DeHackEd. Note that partimes are only supported in episodes 1-3 of DOOM and any map of DOOM II. Ultimate DOOM episode 4, Heretic, and non-standard maps currently never display par times.|| | ||partime||Partime for the map in seconds. This value overrides any value provided via DeHackEd. Note that partimes are only supported in episodes 1-3 of DOOM and any map of DOOM II. Ultimate DOOM episode 4, Heretic, and non-standard maps currently never display par times.|| | ||
partime = 200 | partime = 200 | ||
|} | |} | ||
===Scripting=== | ===Scripting=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
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altskyname = LBOLTSKY | altskyname = LBOLTSKY | ||
|- | |- | ||
||colormap||Name of a colormap lump to use as the global colormap for this level. This colormap is applied to any sectors which do not have their own colormaps specified either via use of 242 height transfer linedefs or scripting. This lump must be between C_START and C_END tags | ||colormap||Name of a colormap lump to use as the global colormap for this level. This colormap is applied to any sectors which do not have their own colormaps specified either via use of 242 height transfer linedefs or scripting. This lump must be between C_START and C_END tags.|| | ||
colormap = FOGMAP | colormap = FOGMAP | ||
|- | |- | ||
||defaultenvironment||Sets the default sound environment (reverb) effect to happen in the map. Use two identifiers, as defined in [[EDF]].|| | ||defaultenvironment||Sets the default sound environment (reverb) effect to happen in the map. Use two identifiers, as defined in [[EDF]].|| | ||
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! Example | ! Example | ||
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|| | ||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. | 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. | ||
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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 | endofgame = true | ||
|- | |- | ||
|| | ||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-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-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 | 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 | ||
|| | || | ||
|- | |- | ||
|| | ||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 | 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 | 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 = MAP04TXT | ||
|- | |- | ||
|| | ||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 | 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.|| | ||
|| | |||
levelaction = BaronOfHell Floor_LowerToLowest 671 8 | levelaction = BaronOfHell Floor_LowerToLowest 671 8 | ||
levelaction = Arachnotron Floor_RaiseByValue 667 8 24 | levelaction = Arachnotron Floor_RaiseByValue 667 8 24 | ||
|- | |- | ||
|} | |} | ||
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The second example also sets a name and creator for the map (for the E1M1 mapslot, in this case), and also specifies that it will use SKY3 and scroll the sky slowly, using the skydelta variable. | The second example also sets a name and creator for the map (for the E1M1 mapslot, in this case), and also specifies that it will use SKY3 and scroll the sky slowly, using the skydelta variable. | ||
[[Category:Editing]] | [[Category:Editing]] |