Editing Linedef types

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Linedef types, also commonly called specials, are actions done by linedefs (such as walls) when you press them as switches, walk over them, shoot them and so on. Switches and walk-over teleporters are examples of such specials.
In Eternity actions are caused to happen in the game thru linedef types. Eternity has three kinds of linedef types:
* Regular - the linedef types that were already in DOOM II v1.9
* Extended - linedef types not in DOOM II v1.9 but less than 8192 in value
* Generalized - linedef types over 8192 in value that contain bit fields that independently control the actions of the sector affected.
As of Eternity Engine v3.33.00, a new type of linedef special is implemented called the Parameterized Line Special. Parameterized specials are similar to Extended specials, but they can be given fully customizable arguments via the ExtraData linedef field "args". These line types are similar to those in the Hexen engine, and are heavily interoperable with the [[Small]] scripting system. In addition, parameterized specials are subject to a completely separate system for determining how they are activated and what can activate them that is far more flexible than that used by normal lines. A linedef with non-zero linedef type is called a linedef trigger. Normal, extended, and generalized linedef triggers are always activated in one of three ways - pushing on the first sidedef of the linedef, walking over the linedef, or shooting the linedef with an impact weapon (fists, chainsaw, pistol, shotgun, double barreled, or chaingun).  


Eternity supports both the classic Doom map format and the [[UDMF]] format. Depending on which editing format you choose, linedef types come in two categories: classic and parameterized. Classic ones merely have an action and a tag (so it does the specified action on all sectors with the same tag). Parameterized ones, however, have an action, up to 5 parameters (arguments) and an activation type (such as choosing between pressing or crossing it), being based on Hexen's more powerful model (whose versatile editing format was quickly adopted by earliest ZDoom versions, as a precursor to UDMF). Under the classic Doom format you can't natively place parameterized specials; you need the help of [[ExtraData]] for that. But under UDMF, you can only use the parameterized ones, easily, directly in the map editor.
Parameterized line specials' activation methods are controlled by flags in the [[ExtraData]] linedef "extflags" field. A parameterized line can be activated in multiple ways simultaneously, and can also be activated in ways not available for normal lines, including being used from the back side and impacted by projectiles. The extflags field also controls what classes of objects can perform the activation (monsters, missiles, and players), whether or not the special activates from the second side of the line, and whether or not the line special is repeatable. See the [[ExtraData|ExtraData documentation]] for full information.


If you map under UDMF, you only need to look up the parameterized specials. Otherwise, also look at the classic specials. Keep in mind that most of the classic ones are inherited from vanilla Doom and Boom, so a lot of the information on them should be familiar.
Linedefs activated by pushing on them come in two varieties. A manual linedef affects the sector on the second sidedef of the line pushed. A switched linedef affects all sectors that have the same tag field as the linedef that was pushed.
{{backto|Editing reference}}
==Overview==
===Classic specials===
A classic special only has an action number and a tag. Everything about the action is defined in that number: activation type (switch/cross/shoot), whether it requires a tag or will affect the sector behind it (doors vs switches) and whether it can be used by monsters. The tag is the number assigned to the targeted sectors. This is the same as in vanilla Doom.


Classic specials also include the Boom generalized specials, which allow greater customization in what they do, very close to the capability of the parameterized specials. As usual, all these "parameters" are encoded in the action number, typically a larger number, counting thousands (as opposed to non-generalized ones which are a few hundred at most).
Nearly all switched, walkover, and gun linedefs operate on the sectors with the same tag as that in the tag field of the linedef. Most parameterized specials take the tag of sectors to act on as their first parameter, freeing the line tag for use as a line identifier.


===Parameterized specials===
Some linedefs are never activated per se, but simply create or control an effect thru their existence and properties, usually affecting the sectors sharing the linedef's tags. There are also a few special case like line-line teleporters and exit linedefs that do not affect sectors.
A parameterized special has an action number, up to five parameters and user-settable mode of activation. Under the classic format, it can only be used along with [[ExtraData]]; under UMDF it's native. It should be familiar to you if you've been editing Hexen and ZDoom maps before.


===Statically activated specials===
Some linedefs are only triggerable once, others are triggerable as many times as you like.
Among both classic and parameterized there are a few specials which are activated at level startup instead of during the game when some event occurs (such as crossing). Examples are the Boom floor transfer special (which creates effects such as deep water) or the MBF sky transfer.
 
==List of specials==
Triggering types are denoted by the letters D, S, W, and G for manual(push), switched, walkover, and gun. Their retriggerability is denoted by a 1 or R following the letter. So the triggering types for linedefs are:
=== Parameterized specials (for UDMF format and ExtraData) ===
 
* [[Detailed parameterized linedef specification]]
D1 DR S1 SR W1 WR G1 GR
* [[Static linedef specials]]
 
Often linedef actions depend on values in neighboring sectors. A neighboring sector is one that shares a linedef in common, just sharing a vertex is not sufficient.


=== Classic specials (for classic Doom format) ===
In DOOM only one action on a sector could occur at a time. BOOM supports one floor action, one ceiling action, and one lighting action simultaneously.
==== Plane movement ====
===== Floor =====
* [[Floor linedef types|Floors]]
* [[Platform linedef types|Platforms]]
* [[Stair builder linedef types|Stairs]]


===== Ceiling =====
* [[Door linedef types|Doors]]
* [[Door linedef types|Doors]]
* [[Floor linedef types|Floors]]
* [[Ceiling linedef types|Ceilings (non-crushing)]]
* [[Ceiling linedef types|Ceilings (non-crushing)]]
* [[Platform linedef types|Platforms (lifts)]]
* [[Crushing ceiling linedef types|Crushing ceilings]]
* [[Crushing ceiling linedef types|Crushing ceilings]]
===== Both =====
* [[Stair builder linedef types|Stairs]]
* [[Elevator linedef types|Elevators]]
* [[Elevator linedef types|Elevators]]
* [[Pillar linedef types|Pillars]]
==== Polyobjects ====
* [[Polyobject linedef types|Polyobjects]]
==== Light ====
* [[Lighting linedef types|Lighting]]
* [[Lighting linedef types|Lighting]]
==== Actors ====
* [[Exit linedef types|Exits]]
* [[Thing linedef types|Things]]
* [[Teleport linedef types|Teleportation]]
==== Property transfer ====
* [[Donut linedef types|Donuts]]
* [[Property transfer linedef types|Light, plane and physics transfer]]
* [[Property transfer linedef types|Property transfer]]
* [[Scroller linedef types|Scrollers]]
* [[Scroller linedef types|Scrollers]]
* [[Portal linedef types|Portals]]
* [[Portal linedef types|Portals]]
* [[Slope linedef types|Slopes]]
* [[Attached surface linedef types|Attached surfaces]]
==== Teleportation ====
* [[Teleport linedef types|Teleportation]]
* [[Exit linedef types|Exits]]
==== Scripting ====
* [[Script control linedef types|Script control]]
* [[Script control linedef types|Script control]]
* [[Polyobject linedef types|Polyobjects]]
* [[Pillar linedef types|Pillars]]


* [[ExtraData#Linedefs|ExtraData Control Line Special #270]]


==== Boom generalized ====
* [[Detailed generalized linedef specification]]
* [[Detailed generalized linedef specification]]
 
* [[Detailed parameterized linedef specification]]
 
 
[[category:Editing reference]]
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