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===Explanation of fields: === ====recordnum==== The recordnum serves to identify this record, and is the number which ExtraData sector control linedefs must use to associate themselves with a sector record. Every ExtraData sector record must have a unique record number. If a duplicate record number is detected, the engine will currently exit with an error message. The record number is limited to values between 0 and 32767 inclusive. Some editors may only allow input of numbers up to 255 in the linedef tag field. Beware of this. ====flags==== :''Default: No flags are set by default. '' This field specifies sector flag values which specify various properties of sectors. This field uses the same syntax as BEX/EDF flag strings. These are the flag values which are available for this field: Flag name Meaning --------------------------------------------------------------------------------------- SECRET Sector is secret FRICTION Sector has friction enabled, if targeted by a BOOM friction transfer line PUSH Sector has BOOM push effects enabled KILLSOUND Objects in sector cannot make sounds. KILLMOVESOUND Sector makes no movement sounds, even if it has a special sound sequence PHASEDLIGHT Sector is phased light sequence start LIGHTSEQUENCE Sector is phased light sequence step (alternates with below flag) LIGHTSEQALT Sector is phased light sequence alternate step (alternates with above flag) --------------------------------------------------------------------------------------- Example flags fields -- All of these are equivalent: // This is the only syntax that does not require quotations. sector { flags SECRET|FRICTION|KILLMOVESOUND } // All of these syntaxes must be quoted, because unquoted strings in // ExtraData cannot contain spaces, commas, or plus signs. sector { flags "SECRET FRICTION KILLMOVESOUND" } sector { flags "SECRET | FRICTION | KILLMOVESOUND" } sector { flags "SECRET+FRICTION+KILLMOVESOUND" } sector { flags "SECRET + FRICTION + KILLMOVESOUND" } sector { flags "SECRET,FRICTION,KILLMOVESOUND" } sector { flags "SECRET, FRICTION, KILLMOVESOUND" } ====flags.add==== :''Default: No flags are set by default. '' This is a list of sector flags to add to the sector. This is supported because some sector specials (such as sector special 9, "Secret") imply that certain sector flags will be set on the sector before ExtraData is applied. If you wish to only add flags and not override any that may have been set by sector specials, use this field to specify only the flags that you wish to be added to the sector. ====flags.remove==== :''Default: No flags are set by default. '' This is a list of sector flags to remove from the sector. If you wish to only remove flags and not override any that may have been set by sector specials, use this field to specify only the flags that you wish to be removed from the sector. ====damage==== :''Default: 0'' Specifies the amount of damage this sector does to players if the players are standing inside the sector and do not meet any special exemption criteria, such as wearing a Radiation Suit. This amount is done at each damage opportunity, which is determined by the '''damagemask''' field. ====damagemask==== :''Default: 0'' Specifies the interval in gametics between damage opportunities for a player standing in this sector. The default value of 0 will cause the sector to do constant and instantaneous damage every gametic. Setting this value to an integer greater than 0 will cause damage to be done every Nth gametic, with N being the value of this field. The default DOOM nukage types all use a damagemask of 32, which is roughly once per in-game second (there are 35 gametics per second). ====damagemod==== :''Default: "Unknown"'' Specifies the type of damage done by this sector. If "Unknown" is specified, the damage done is generic. The value specified should be a valid EDF damagetype mnemonic. If it is not, "Unknown" will be used. This can be used to have a sector type trigger special pain and death states when it deals damage. For example, you can use '''slime''' or '''lava''' damagemod. ====damageflags==== :''Default: No flags are set by default.'' This field specifies sector damage flag values which affect the manner in which a sector does damage. This field uses the same syntax as BEX/EDF flag strings. These are the flag values which are available for this field: Flag name Meaning --------------------------------------------------------------------------------------- LEAKYSUIT The player may take damage at random even if he has the radsuit powerup IGNORESUIT Radiation suit powerups are ignored entirely ENDGODMODE God mode will be disabled when the player enters this sector EXITLEVEL The player will exit if has < 11 health and this sector tries to do damage TERRAINHIT A TerrainTypes hit will occur when this sector does damage --------------------------------------------------------------------------------------- ====damageflags.add==== :''Default: No flags are set by default.'' Because some sector types imply the activation of various sector damageflags (for example, DOOM sector type 11 sets sector damageflags ENDGODMODE and EXITLEVEL), this field is supported to add additional damageflags to any that may have been set by the map itself. Simply specify whatever flags you wish to have added to those that are already set. ====damageflags.remove==== :''Default: No flags are set by default.'' As with damageflags.add, it may be desirable to turn off some flags that were set by sector specials or other portions of the map data. Use this field to specify any sector damage flags you want to remove from sectors. ====floorterrain==== :''Default: "@flat"'' Specifies an EDF TerrainTypes mnemonic for the type of terrain this sector should exhibit on its floor. If left to default or specified with an invalid name, the terrain of the sector will be determined by its floorpic as usual. ====floorangle==== :''Default: 0 (East, or upper edge to the north)'' Specifies the angle of the floor flat in floating-point degrees from 0 to 359. Note that for compatibility with ZDoom, the angle specified advances in a '''clockwise''' fashion, contrary to most other angles in the DOOM engine. ====flooroffsetx/flooroffsety==== :''Default: 0'' Specifies the x and y offsets of the floor flat, relative to the normal floor grid, in floating point units. ====floorscalex/floorscaley==== :''Default: 1.0'' Specifies the x and y offsets of the floor flat. A higher number means a smaller texture. ====ceilingterrain==== :''Default: "@flat"'' Specifies an EDF TerrainTypes mnemonic for the type of terrain this sector should exhibit on its ceiling. If left to default or specified with an invalid name, the terrain of the sector will be determined by its floorpic as usual. This currently only affects the behavior of bullet puffs when particles are enabled. ====ceilingangle==== :''Default: 0 (East, or upper edge to the north)'' Specifies the angle of the ceiling flat in floating-point degrees from 0 to 359. Note that for compatibility with ZDoom, the angle specified advances in a '''clockwise''' fashion, contrary to most other angles in the DOOM engine. ====ceilingoffsetx/ceilingoffsety==== :''Default: 0'' Specifies the x and y offsets of the ceiling flat, relative to the normal ceiling grid, in floating point units. ====ceilingscalex/ceilingscaley==== :''Default: 1.0'' Specifies the x and y offsets of the ceiling flat. A higher number means a smaller texture. ====colormaptop==== :''Default: "@default"'' Specifies the colormap lump to use when a player's viewpoint is above the fake ceiling of a BOOM 242 "deep water" effect applying to this sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by the 242 effect. ====colormapmid==== :''Default: "@default"'' Specifies the colormap lump to use when a player's viewpoint is between the normal floor and ceiling for an ordinary sector, or between the fake floor and ceiling for a BOOM 242 "deep water" sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by a 242 effect. ====colormapbottom==== :''Default: "@default"'' Specifies the colormap lump to use when a player's viewpoint is below the fake floor of a BOOM 242 "deep water" effect applying to this sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by the 242 effect. ====portalflags.floor/portalflags.ceiling==== :''Default: No flags are set by default.'' These two fields (portalflags.floor and portalflags.ceiling) specify portal property flag values which affect the rendering and behavior of portals attached to this sector's surfaces. These fields use the same syntax as BEX/EDF flag strings. These are the flag values which are available for this field: Flag name Meaning --------------------------------------------------------------------------------------- DISABLED Portal is completely disabled NORENDER Portal will not be rendered, but may still be interactive NOPASS Objects cannot pass through the portal even if it is a linked portal BLOCKSOUND Sound will not traverse through a linked portal OVERLAY The portal will render the sector's flat as a blended overlay ADDITIVE If OVERLAY is also specified, the overlay will use additive blending USEGLOBALTEX Reserved for future per-portal texture specification ATTACHEDPORTAL If a linked portal is on the respective floor or ceiling, move it along with the surface. Useful for vertically moving platforms. --------------------------------------------------------------------------------------- ====overlayalpha.floor/overlayalpha.ceiling==== :''Default'': 100% These two fields (overlayalpha.floor and overlayalpha.ceiling) specify the opacity of the corresponding portal overlay, if any exists. You can specify either a percentage value from 0% to 100%, or a plain integer number from 0 to 255. 100%/255 are completely solid, while 0% is invisible. ====portalid.floor/portalid.ceiling==== :''Default'': 0 These two fields control the placement of portals defined by [[Portal_Define]] on the floor or ceiling of this sector. Values can be positive (in which case the direct portal will be used) or negative (in which case the opposite direction portal will be used, ''if'' applicable).
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