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 | ||
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||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 | ||
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||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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||'''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'''||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'''||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.|| | ||
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||'''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'''||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 | 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. | ||
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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]] |