Linedef types: Difference between revisions

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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.
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.
 
{{backto|Editing reference}}
==Classic specials==
==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.
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).
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).


==Parameterized specials==
===Parameterized specials===
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.
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==
===Statically activated specials===
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.
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.
{{backto|Editing reference}}
==List of specials==
== Parameterized specials (for UDMF format and ExtraData) ==
=== Parameterized specials (for UDMF format and ExtraData) ===
* [[Detailed parameterized linedef specification]]
* [[Detailed parameterized linedef specification]]
* [[Static linedef specials]]
* [[Static linedef specials]]


== Classic specials (for classic Doom format) ==
=== Classic specials (for classic Doom format) ===
=== Plane movement ===
==== Plane movement ====
==== Floor ====
===== Floor =====
* [[Floor linedef types|Floors]]
* [[Floor linedef types|Floors]]
* [[Platform linedef types|Platforms]]
* [[Platform linedef types|Platforms]]
* [[Stair builder linedef types|Stairs]]
* [[Stair builder linedef types|Stairs]]
* [[Donut linedef types|Donuts]]


==== Ceiling ====
===== Ceiling =====
* [[Door linedef types|Doors]]
* [[Door linedef types|Doors]]
* [[Ceiling linedef types|Ceilings (non-crushing)]]
* [[Ceiling linedef types|Ceilings (non-crushing)]]
* [[Crushing ceiling linedef types|Crushing ceilings]]
* [[Crushing ceiling linedef types|Crushing ceilings]]
==== Both ====
===== Both =====
* [[Elevator linedef types|Elevators]]
* [[Elevator linedef types|Elevators]]
* [[Pillar linedef types|Pillars]]
* [[Pillar linedef types|Pillars]]
=== Polyobjects ===
==== Polyobjects ====
* [[Polyobject linedef types|Polyobjects]]
* [[Polyobject linedef types|Polyobjects]]
=== Light ===
==== Light ====
* [[Lighting linedef types|Lighting]]
* [[Lighting linedef types|Lighting]]
=== Actors ===
==== Actors ====
* [[Thing linedef types|Things]]
* [[Thing linedef types|Things]]
=== Property transfer ===
==== Property transfer ====
* [[Property transfer linedef types|Light, plane and physics transfer]]
* [[Property transfer linedef types|Light, plane and physics transfer]]
* [[Scroller linedef types|Scrollers]]
* [[Scroller linedef types|Scrollers]]
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* [[Attached surface linedef types|Attached surfaces]]
* [[Attached surface linedef types|Attached surfaces]]


=== Teleportation ===
==== Teleportation ====
* [[Teleport linedef types|Teleportation]]
* [[Teleport linedef types|Teleportation]]
* [[Exit linedef types|Exits]]
* [[Exit linedef types|Exits]]
=== Scripting ===
==== Scripting ====
* [[Script control linedef types|Script control]]
* [[Script control linedef types|Script control]]


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


* [[ExtraData#Linedefs|ExtraData Control Line Special #270]]
==== Boom generalized ====
* [[Detailed generalized linedef specification]]
* [[Detailed generalized linedef specification]]



Latest revision as of 11:09, 13 June 2020

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.

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.

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.

Back to Editing reference

Overview[edit]

Classic specials[edit]

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).

Parameterized specials[edit]

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[edit]

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[edit]

Parameterized specials (for UDMF format and ExtraData)[edit]

Classic specials (for classic Doom format)[edit]

Plane movement[edit]

Floor[edit]
Ceiling[edit]
Both[edit]

Polyobjects[edit]

Light[edit]

Actors[edit]

Property transfer[edit]

Teleportation[edit]

Scripting[edit]

Boom generalized[edit]