Editing
Parameterized linedef specials
From Eternity Wiki
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
The parameterized linedefs types are Hexen-like action specials with arguments, whose purpose is to be more customizable than the Boom generalized types. When mapping in UDMF, you have to use these parameterized specials instead of the classic parameter-less ones. They're also used in Hexen format maps (which is necessary when Hexen is going to be supported in Eternity), though Hexen format is not recommended or fully supported for other maps than vanilla Hexen in Eternity. To use parameterized specials in classic (Doom) format maps, provide an [[ExtraData]] lump by attaching it via [[MapInfo|EMAPINFO]] to the map. [[ACS]] scripts can also call parameterized specials. They're meant to be as compatible as possible with the ZDoom implementation, so minimal changes to zspecial.acs are needed, though Eternity may have extensions of its own. Most likely however the base zspecial.acs is going to be updated for Eternity. Parameters are only limited to 0-255 in the Hexen format (and some specials may have some legacy workarounds for that interval), but otherwise they're in the normal integer range for other environments (UDMF, ExtraData, ACS). Some specials have never been added to ExtraData, because of their mere purpose being to work under the limits of the Hexen map format. Each parameterized line special has a name and two associated numbers: one for UDMF, ACS and Hexen formats, and another one for ExtraData support, set this way to avoid conflicts with classic Boom specials (since it's possible to use their number in the editor instead of the 270 "ExtraData special"). If you only see one number mentioned in the documentation, then it's the UDMF number (for ExtraData it's preferred to use the names). '''IMPORTANT''': all ''reserved'' parameters must be set to 0. Failure to do so will result in your maps being broken in later Eternity versions! Also, for "flag" arguments, do not add or provide other values than in the intended range, for the same reason. {{Backto|Linedef types}} ==General info== All sector tags, unless otherwise specified, have a special meaning if 0: that means to affect the sector behind the trigger linedef (like regular doors in vanilla Doom). Thing tags (TIDs) have special meaning for values 0 and negative: 0 means activator, and -1 to -4 mean to affect players 1 to 4 (if present). '''Consider other negative values reserved''' and do not use them in your maps. ==Specials== ===Doors=== {|class="wikitable sortable" ! UDMF # ! ExtraData # ! Name ! Args ! Summary |- || 10 || 302 || [[Door_Close]] || ''tag'', ''speed'', ''light_tag'' || Closes a door. |- || 11 || 301 || [[Door_Open]] || ''tag'', ''speed'', ''light_tag'' || Opens a door. |- || 12 || 300 || [[Door_Raise]] || ''tag'', ''speed'', ''delay'', ''light_tag'' || Opens a door temporarily. |- || 13 || 429 || [[Door_LockedRaise]] || ''tag'', ''speed'', ''delay'', ''lock'', ''light_tag'' || Opens a locked door. |- || 105 || 304 || [[Door_WaitRaise]] || ''tag'', ''speed'', ''delay'', ''timeoffset'', ''light_tag'' || Opens a door temporarily after a delay. |- || 106 || 305 || [[Door_WaitClose]] || ''tag'', ''speed'', ''timeoffset'', ''light_tag'' || Closes a door after a delay. |- || 249 || 303 || [[Door_CloseWaitOpen]] || ''tag'', ''speed'', ''delay_octics'', ''light_tag'' || Closes a door, waits a bit, then opens it back. |} :''tag'': Tag of sector to affect. If it's 0, then the sector behind the linedef will be activated, if applicable. :''speed'': How fast, in eights of units per tic, the door should move. Doom normal doors are as fast as 16, and blazing doors are 64. :''delay'': Time in tics (1/35 seconds) for the door before it returns to its opposite movement. :''delay_octics'': Delay, but expressed in octics, which is eighths of second (i.e. 8 octics = 1 second). :''timeoffset'': Time in tics before the door activates. :''light_tag'': Sector tag to receive light changes to maximum or minimum neighbor depending on whether the door is closed or opened. :''lock'': One of the [[lock identifiers]] to specify the key or set of keys. ===Floor movement, earthquake=== {|class="wikitable sortable" ! UDMF # ! ExtraData # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 ! Description |- || 20 || 318 || [[Floor_LowerByValue]] || ''tag'' || ''speed'' || ''height'' || ''change'' || |- || 21 || 309 || [[Floor_LowerToLowest]] || ''tag'' || ''speed'' || ''change'' || || |- || 22 || 311 || [[Floor_LowerToNearest]] || ''tag'' || ''speed'' || ''change'' || || |- || 23 || 317 || [[Floor_RaiseByValue]] || ''tag'' || ''speed'' || ''height'' || ''change'' || ''crush'' |- || 24 || 306 || [[Floor_RaiseToHighest]] || ''tag'' || ''speed'' || ''change'' || ''crush'' || |- || 25 || 310 || [[Floor_RaiseToNearest]] || ''tag'' || ''speed'' || ''change'' || ''crush'' || |- || 28 || 451 || [[Floor_RaiseAndCrush]] || tag || speed || crush || || |- || 35 || - || [[Floor_RaiseByValueTimes8]] || ''tag'' || ''speed'' || ''height'' || ''change'' || ''crush'' |- || 36 || - || [[Floor_LowerByValueTimes8]] || ''tag'' || ''speed'' || ''height'' || ''change'' || |- || 37 || 319 || [[Floor_MoveToValue]] || ''tag'' || ''speed'' || ''height'' || ''neg'' || ''change'' |- || 46 || 452 || [[Floor_CrushStop]] || ''tag'' || || || || || Stops crushing floor movement. |- || 66 || 321 || [[Floor_LowerInstant]] || ''tag'' || - || ''height'' || ''change'' || || Lowers floor instantly. |- || 67 || 320 || [[Floor_RaiseInstant]] || ''tag'' || - || ''height'' || ''change'' || ''crush'' || Raises floor instantly. |- || 68 || - || [[Floor_MoveToValueTimes8]] || ''tag'' || ''speed'' || ''height'' || ''neg'' || ''change'' |- || 120 || 375 || [[Radius_Quake]] || intensity || duration || damage radius || tremor radius || foci tid |- || 138 || 397 || [[Floor_Waggle]] || tag || height || speed || offset || timer |- || 200 || 464 || [[Generic_Floor]] || tag || speed || height || target || flags || Boom-like generalized floor. |- || 228 || 475 || [[Plat_RaiseAndStayTx0]] || tag || speed || lock out || || || Variation of [[Floor_RaiseToNearest]]. |- || 230 || 476 || [[Plat_UpByValueStayTx]] || tag || speed || height || || || Variation of [[Floor_RaiseByValue]] |- || 231 || 487 || [[Plat_ToggleCeiling]] || tag || || || || || Toggles floor between ceiling and initial position. |- || 235 || 466 || [[Floor_TransferTrigger]] || ''tag'' || || || || |- || 236 || 467 || [[Floor_TransferNumeric]] || ''tag'' || || || || |- || 238 || 312 || [[Floor_RaiseToLowestCeiling]] || ''tag'' || ''speed'' || ''change'' || ''crush'' || ''gap'' |- || 240 || 315 || [[Floor_RaiseByTexture]] || ''tag'' || ''speed'' || ''change'' || ''crush'' || |- || 242 || 416 || [[Floor_LowerToHighest]] || ''tag'' || ''speed'' || ''adjust'' || ''force_adjust'' || |- || 250 || 431 || [[Floor_Donut]] || pillar tag || pillar speed || pool speed || || |- || 256 || 307 || [[Floor_LowerToHighestEE]] || ''tag'' || ''speed'' || ''change'' || || |- || 257 || 308 || [[Floor_RaiseToLowest]] || ''tag'' || ''change'' || ''crush'' || || || Instantly lower floor to lowest neighbour. |- || 258 || 313 || [[Floor_LowerToLowestCeiling]] || ''tag'' || ''speed'' || ''change'' || || || Lower floor to lowest ceiling. |- || 259 || 314 || [[Floor_RaiseToCeiling]] || ''tag'' || ''speed'' || ''change'' || ''crush'' || ''gap'' || Raise floor to ceiling. |- || 260 || 322 || [[Floor_ToCeilingInstant]] || ''tag'' || ''change'' || ''crush'' || ''gap'' || || Raise floor to ceiling instantly. |- || 261 || 316 || [[Floor_LowerByTexture]] || ''tag'' || ''speed'' || ''change'' || || || Lower floor by shortest lower texture. |- |} *397:'''Floor_Waggle''' ( tag, height, speed, offset, timer ) :This special implements the sinusoidal floor motion from Hexen. Its tag and speed parameters bear similar properties to the other floor specials, but - :*height - waggle amplitude in 1/8 units :*offset - phase offset; how much to delay the waggle in relation to others (0 to 63, in byte angles) :*timer - time in seconds the waggle lasts. Zero means permanent *375:'''Radius_Quake''' (intensity, duration, damageradius, quakeradius, tid) :This special implements the earthquake effect, centred on the map spot with the given ''tid'', with user-selectable intensity, duration and separate thing damage radius and tremor radius (both being multiplied with 64). *451:'''Floor_RaiseAndCrush'''(''tag'', ''speed'', ''crush'') :This one is for Hexen compatibility. Please use '''Floor_RaiseToCeiling''' or '''Floor_RaiseToLowestCeiling''' instead. ====See also==== *[[Floor movement classic specials]]: for the Doom format variants. ===Plats, lifts=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 ! Description |- || 60 || 410 || [[Plat_PerpetualRaise]] || tag || speed || delay || || || Perpetual lift with lip of 8 |- || 61 || 411 || [[Plat_Stop]] || tag || stop_mode || || || |- || 62 || 412 || [[Plat_DownWaitUpStay]] || tag || speed || delay || || |- || 63 || 413 || [[Plat_DownByValue]] || tag || speed || delay || height || |- || 64 || 414 || [[Plat_UpWaitDownStay]] || tag || speed || delay || || |- || 65 || 415 || [[Plat_UpByValue]] || tag || speed || delay || height || |- || 203 || 501 || [[Generic_Lift]] || tag || speed || delay || type || height || |- || 206 || 488 || [[Plat_DownWaitUpStayLip]] || tag || speed || delay || lip || |- || 207 || 489 || [[Plat_PerpetualRaiseLip]] || tag || speed || delay || lip || |} *207 (489) '''Plat_PerpetualRaiseLip'''(''tag'', ''speed'', ''delay'', ''lip'') :Like '''Plat_PerpetualRaise''', but lets you choose a "lip" (distance from lowest adjacent floor to move down to). If ''lip'' is 0, it will work like classic Doom perpetual plats. *61 (411) '''Plat_Stop'''(''tag'', ''stop_mode'') :Pauses or stops a perpetual platform from moving. The behavior depends on ''stop_mode'': :*1: the platform will be merely suspended. It will only be retriggerable by other '''Plat_PerpetualRaise''' or '''Plat_PerpetualRaiseLip''' (or in Doom-format maps, by similar specials), continuing from the exact same state it stopped. :*2: the platform movement will be stopped at the current position. It will be retriggerable by any other special. If restarted by '''Plat_PerpetualRaise''' or '''Plat_PerpetualRaiseLip''' it may not remember the last state. :*0 (default): will act based on compatibility with current game mode. On Doom/Heretic/Hexen, it will act like mode 1, while in Hexen it will act like mode 2. *62 (412) '''Plat_DownWaitUpStay'''(''tag'', ''speed'', ''delay'') :Lowers the plat as a lift to the lowest adjacent floor '''plus 8 units'''. Use '''Plat_DownWaitUpStayLip''' with 0 lip if you want classic Doom-like lifts. *206 (488) '''Plat_DownWaitUpStayLip'''(''tag'', ''speed'', ''delay'', ''lip'') :Like '''Plat_DownWaitUpStay''' but with settable ''lip''. *63 (413) '''Plat_DownByValue'''(''tag'', ''speed'', ''delay'', ''height'') :Lowers a lift by an absolute ''height'', '''multiplied by 8'''. It will rise back after ''delay'' tics. *64 (414) '''Plat_UpWaitDownStay'''(''tag'', ''speed'', ''delay'') :Raises a lift to the highest neighbor floor. It will lower back after ''delay'' tics. *65 (415) '''Plat_UpByValue'''(''tag'', ''speed'', ''delay'', ''height'') :Raises a lift by an absolute ''height'', '''multiplied by 8'''. It will lower back after ''delay'' tics. *231 (487) '''Plat_ToggleCeiling'''(''tag'') :Toggles a floor between the default position and touching the ceiling. It will be left busy after that. ===Elevators=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 95 || 453 || [[FloorAndCeiling_LowerByValue]] || ''tag'' || ''speed'' || ''height'' || || |- || 96 || 454 || [[FloorAndCeiling_RaiseByValue]] || ''tag'' || ''speed'' || ''height'' || || |- || 245 || 458 || [[Elevator_RaiseToNearest]] || ''tag'' || ''speed'' || || || |- || 246 || 460 || [[Elevator_MoveToFloor]] || ''tag'' || ''speed'' || || || |- || 247 || 459 || [[Elevator_LowerToNearest]] || ''tag'' || ''speed'' || || || |} ===Ceiling movement=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 38 || 500 || [[Ceiling_Waggle]] || tag || height || speed || offset || timer |- || 40 || 336 || [[Ceiling_LowerByValue]] || tag || speed || height || change || crush |- || 41 || 335 || [[Ceiling_RaiseByValue]] || tag || speed || height || change || |- || 42 || 432 || [[Ceiling_CrushAndRaise]] || tag || speed || crush || crush mode || |- || 43 || 435 || [[Ceiling_LowerAndCrush]] || tag || speed || crush || crush mode || |- || 44 || 433 || [[Ceiling_CrushStop]] || tag || stop mode || || || |- || 45 || 434 || [[Ceiling_CrushRaiseAndStay]] || tag || speed || crush || crush mode || |- || 47 || 337 || [[Ceiling_MoveToValue]] || tag || speed || height || negate || change |- || 69 || - || [[Ceiling_MoveToValueTimes8]] || tag || speed || height || negate || change |- || 97 || 436 || [[Ceiling_LowerAndCrushDist]] || tag || speed || crush || gap || crush mode |- || 104 || 441 || [[Ceiling_CrushAndRaiseSilentDist]] || tag || gap || speed || damage || crush mode |- || 168 || 437 || [[Ceiling_CrushAndRaiseDist]] || tag || gap || speed || damage || crush mode |- || 192 || 330 || [[Ceiling_LowerToHighestFloor]] || tag || speed || change || crush || gap to floor |- || 193 || 339 || [[Ceiling_LowerInstant]] || tag || - || height * 8 || change || crush |- || 194 || 338 || [[Ceiling_RaiseInstant]] || tag || - || height * 8 || change || |- || 195 || 438 || [[Ceiling_CrushRaiseAndStayA]] || tag || down speed || up speed || damage || crush mode |- || 196 || 439 || [[Ceiling_CrushAndRaiseA]] || tag || down speed || up speed || damage || crush mode |- || 197 || 440 || [[Ceiling_CrushAndRaiseSilentA]] || tag || down speed || up speed || damage || crush mode |- || 198 || - || [[Ceiling_RaiseByValueTimes8]] || tag || speed || height * 8 || change || |- || 199 || - || [[Ceiling_LowerByValueTimes8]] || tag || speed || height * 8 || change || crush |- || 201 || 465 || [[Generic_Ceiling]] || tag || speed || height || target || flags |- || 205 || 443 || [[Generic_Crusher]] || tag || down speed || up speed || silent || damage |- || 252 || 325 || [[Ceiling_RaiseToNearest]] || tag || speed || change || || |- || 253 || 328 || [[Ceiling_LowerToLowest]] || tag || speed || change || crush || |- || 254 || 332 || [[Ceiling_LowerToFloor]] || tag || speed || change || crush || gap |- || 255 || 442 || [[Ceiling_CrushRaiseAndStaySilA]] || tag || down speed || up speed || damage || crush mode |- || 262 || 323 || [[Ceiling_RaiseToHighest]] || tag || speed || change || || |- || 263 || 324 || [[Ceiling_ToHighestInstant]] || tag || change || crush || || |- || 264 || 326 || [[Ceiling_LowerToNearest]] || tag || speed || change || crush || |- || 265 || 327 || [[Ceiling_RaiseToLowest]] || tag || speed || change || || |- || 266 || 329 || [[Ceiling_RaiseToHighestFloor]] || tag || speed || change || || |- || 267 || 331 || [[Ceiling_ToFloorInstant]] || tag || change || crush || gap || |- || 268 || 333 || [[Ceiling_RaiseByTexture]] || tag || speed || change || || |- || 269 || 334 || [[Ceiling_LowerByTexture]] || tag || speed || change || crush || |} *323:'''Ceiling_RaiseToHighest''' ( tag, speed, change ) *324:'''Ceiling_ToHighestInstant''' ( tag, change, crush ) *325:'''Ceiling_RaiseToNearest''' ( tag, speed, change ) *326:'''Ceiling_LowerToNearest''' ( tag, speed, change, crush ) *327:'''Ceiling_RaiseToLowest''' ( tag, speed, change ) *328:'''Ceiling_LowerToLowest''' ( tag, speed, change, crush ) *329:'''Ceiling_RaiseToHighestFloor''' ( tag, speed, change ) *330:'''Ceiling_LowerToHighestFloor''' ( tag, speed, change, crush, gap ) *331:'''Ceiling_ToFloorInstant''' ( tag, change, crush, gap ) *332:'''Ceiling_LowerToFloor''' ( tag, speed, change, crush, gap ) *333:'''Ceiling_RaiseByTexture''' ( tag, speed, change ) *334:'''Ceiling_LowerByTexture''' ( tag, speed, change, crush ) *335:'''Ceiling_RaiseByValue''' ( tag, speed, height, change ) *336:'''Ceiling_LowerByValue''' ( tag, speed, height, change, crush ) *337:'''Ceiling_MoveToValue''' ( tag, speed, height, change, crush ) *338:'''Ceiling_RaiseInstant''' ( tag, height, change ) *339:'''Ceiling_LowerInstant''' ( tag, height, change, crush ) :Values for these specials: :*tag: Tag of the sector(s) to affect. A tag of zero means to affect the sector on the second side of the line. :*speed: Speed of ceiling in eighths of a unit per tic. :*change: This parameter takes the following values: ::0 : No texture or type change. ::1 : Copy texture, zero type; trigger model. ::2 : Copy texture, zero type; numeric model. ::3 : Copy texture, preserve type; trigger model. ::4 : Copy texture, preserve type; numeric model. ::5 : Copy texture and type; trigger model. ::6 : Copy texture and type; numeric model. :*crush: Amount of crushing damage ceiling inflicts at each crushing event (when gametic % 4 = 0). If this amount is less than or equal to zero, no crushing damage is done. :*height: An integer number of units, either the amount to move the floor by or the exact z coordinate to move the floor toward. Negative numbers are valid for the latter case. :*gap: Distance to keep from the destination. Useful if crush is nonzero *465:'''Generic_Ceiling'''(''tag'', ''speed'', ''height'', ''target'', ''flag'') :See '''Generic_Floor''' for an explanation of parameters. ====Crushing ceilings==== There are some crushing ceilings available now. Some originate from Hexen while others are extensions from ZDoom. ZDoom compatibility is considered where relevant. For all specials where it applies, ''crushmode'' can take one of these values: *0: compatibility. Act like it would do in ZDoom. This means that in Doom the crusher keeps pushing into the things it crushes, while in Hexen it stays on position while dealing damage. And if the game is Doom, the special has "Dist" in the name and the speed is set to 8, it will also slow down to speed 1 when crushing. *1: Doom mode without slowdown. Same as classic Doom's fast crushers. *2: Hexen mode. It will rest in position while crushing. *3: Doom mode with slowdown. Same as classic Doom's slow crushers. Currently the crushing speed is hardcoded to 1. The specials are the following. Take care that Ceiling_CrushAndRaise is mainly for Hexen compatibility: it will rise at half the speed it lowers. For Doom-like crushers use Ceiling_CrushAndRaiseA (all "A" crushers let you specify the rising speed) or Ceiling_CrushAndRaiseDist (all "Dist" crushers rise at the same speed as they lower, but instead let you specify the gap size to the ground). Finally, Generic_Crusher aims to act like the Boom crushers, having the following particularities: it will slow down when crushing if speed is less than 24, and it will be totally silent if specified in the parameter (won't even make clunk noises). *432: Ceiling_CrushAndRaise(tag, speed, damage, crushmode) *439: Ceiling_CrushAndRaiseA(tag, down_speed, up_speed, damage, crushmode) *440: Ceiling_CrushAndRaiseSilentA(tag, down_speed, up_speed, damage, crushmode) *437: Ceiling_CrushAndRaiseDist(tag, ground_distance, speed, damage, crushmode) *441: Ceiling_CrushAndRaiseSilentDist(tag, ground_distance, speed, damage, crushmode) *434: Ceiling_CrushAndRaiseAndStay(tag, speed, damage, crushmode) *438: Ceiling_CrushAndRaiseAndStayA(tag, down_speed, up_speed, damage, crushmode) *442: Ceiling_CrushAndRaiseAndStaySilA(tag, down_speed, up_speed, damage, crushmode) *435: Ceiling_LowerAndCrush(tag, speed, damage, crushmode) *436: Ceiling_LowerAndCrushDist(tag, speed, damage, ground_distance, crushmode) *433: Ceiling_CrushStop(tag, stop_mode) :*stop_mode can be: 0 (compatibility), 1 (Doom: pause crusher), 2 (Hexen: remove crusher and release the ceiling) *443: Generic_Crusher(tag, down_speed, up_speed, silent, damage) ===Stair building=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 204 || 502 || [[Generic_Stairs]] || ''tag'' || ''speed'' || ''height'' || ''flags'' || ''reset'' |- || 217 || 340 || [[Stairs_BuildUpDoom]] || ''tag'' || ''speed'' || ''stepsize'' || ''delay'' || ''reset'' |- || 270 || 341 || [[Stairs_BuildDownDoom]] || ''tag'' || ''speed'' || ''stepsize'' || ''delay'' || ''reset'' |- || 271 || 342 || [[Stairs_BuildUpDoomSync]] || ''tag'' || ''speed'' || ''stepsize'' || ''reset'' || |- || 272 || 343 || [[Stairs_BuildDownDoomSync]] || ''tag'' || ''speed'' || ''stepsize'' || ''reset'' || |} ------------------------------------------------------------------------------ * Synchronized stairs have each step move at a different speed so that all the steps reach the destination height at the same time. This stair building style is only available with these parameterized line types. Values --------------------------------------------------------------- tag : Tag of first sector to raise or lower as a step. When the stair building method is DOOM, subsequent steps are found by searching across two-sided lines where the first side belongs to the current sector and the floor texture is the same. The Hexen stair building method is not yet supported. speed : Speed of steps in eights of a unit per tic. If the build style is synchronized, only the first step moves at this speed. Other steps will move at a speed which allows them to reach their destination height at the same time. stepsize : Step size in units. delay : Delay time in tics between steps reset : If greater than zero, the stairs will wait this amount of time in tics after completely building and will then reset by repeating the same stair building action but in the reverse direction. If zero, the stairs will never reset. ------------------------------------------------------------------------------ ===Polyobjects=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 1 || 348 || [[Polyobj_StartLine]] || id || mirror id || sound sequence || || |- || 2 || 356 || [[Polyobj_RotateLeft]] || id || speed || rotation || || |- || 3 || 354 || [[Polyobj_RotateRight]] || id || speed || rotation || || |- || 4 || 352 || [[Polyobj_Move]] || id || speed || angle || distance || |- || 5 || 349 || [[Polyobj_ExplicitLine]] || id || line index || mirror id || sound sequence || |- || 6 || - || [[Polyobj_MoveTimes8]] || id || speed || angle || distance || |- || 7 || 351 || [[Polyobj_DoorSwing]] || id || speed || rotation || delay || |- || 8 || 350 || [[Polyobj_DoorSlide]] || id || speed || angle || distance || delay |- || 59 || 499 || [[Polyobj_OR_MoveToSpot]] || id || speed || [[TID]] || || |- || 86 || 496 || [[Polyobj_MoveToSpot]] || id || speed || [[TID]] || || |- || 87 || 474 || [[Polyobj_Stop]] || id || || || || |- || 88 || 497 || [[Polyobj_MoveTo]] || id || speed || x || y || |- || 89 || 498 || [[Polyobj_OR_MoveTo]] || id || speed || x || y || |- || 90 || 357 || [[Polyobj_OR_RotateLeft]] || id || speed || rotation || || |- || 91 || 355 || [[Polyobj_OR_RotateRight]] || id || speed || rotation || || |- || 92 || 353 || [[Polyobj_OR_Move]] || id || speed || angle || distance || |- || 93 || - || [[Polyobj_OR_MoveTimes8]] || id || speed || angle || distance || |} *1 (348) '''Polyobj_StartLine'''(''id'', ''mirror_id'', ''sequence_id'') *5 (349) '''Polyobj_ExplicitLine(''id'', ''linenum'', ''mirror_id'', ''sequence_id'') :There are two different methods of creating a polyobject. In the first, the "first" line is given the '''Polyobj_StartLine''' special, and subsequent lines are added to the PolyObject by following segs from vertex to vertex. To use this, all the lines around the polyobject must run in the same direction, and the last line must end at the same vertex which starts the first line (in other words, it must be closed). :With the second method, every line to be included must be given the '''Polyobj_ExplicitLine''' special and must be given a ''linenum'' param which is unique amongst all lines that will added to that polyobject. Polyobjects of this sort should also be closed for proper rendering, but the game engine cannot and will not verify that this is the case. :Only polyobjects created with the '''Polyobj_StartLine''' method can have other line specials on the polyobject's lines themselves. :''Mirror_id'' is the ID number of a PolyObject that wants to mirror every action that this PolyObject makes. This number cannot refer to the self-same PolyObject, nor should PolyObjects attempt to mirror each other in a cycle since this will create problems with override actions. Angle of motion is always reversed when applying an action to a mirroring PolyObject. If a mirror is already in motion for a non-override action, the mirror will not be affected even if the main object was moved. Mirror polyobjects can themselves define a mirror, and an action will affect all mirroring polyobjects in the chain. *4 (352) '''Polyobj_Move'''(''id'', ''speed'', ''angle'', ''distance'') :Slides a polyobject in the direction given in ''angle'' by ''distance''. *6 '''Polyobj_MoveTimes8'''(''id'', ''speed'', ''angle'', ''distance'') :Like '''Polyobj_Move''' but with ''distance'' multiplied by 8. Needed only for the Hexen format and supported for legacy reasons. *2 (356) '''Polyobj_RotateLeft'''(''id'', ''speed'', ''distance'') :Rotates a polyobject counterclockwise by the ''distance'' [[byte angle]] difference. If ''distance'' is 0, it means 360 degrees. If ''distance'' is 255, it means perpetual spinning. *3 (354) '''Polyobj_RotateRight'''(''id'', ''speed'', ''distance'') :Rotates a polyobject clockwise by the ''distance'' [[byte angle]] difference. If ''distance'' is 0, it means 360 degrees. If ''distance'' is 255, it means perpetual spinning. *92 (353) '''Polyobj_OR_Move'''(''id'', ''speed'', ''angle'', ''distance'') :Like '''Polyobj_Move''', but overrides the current movement. *93 '''Polyobj_OR_MoveTimes8'''(''id'', ''speed'', ''angle'', ''distance'') :Like '''Polyobj_MoveTimes8''', but overrides the current movement. *90 (357) '''Polyobj_OR_RotateLeft'''(''id'', ''speed'', ''distance'') :Like '''Polyobj_RotateLeft''', but overrides the current movement. *91 (355) '''Polyobj_OR_RotateRight'''(''id'', ''speed'', ''distance'') :Like '''Polyobj_RotateRight''', but overrides the current movement. *8 (350) '''Polyobj_DoorSlide'''(''id'', ''speed'', ''angle'', ''distance'', ''delay'') :Slides a polyobject like a door which closes after a ''delay'' and deflects if it gets jammed. *7 (351) '''Polyobj_DoorSwing'''(''id'', ''speed'', ''distance'', ''delay'') :Swings a polyobject like a door which closes after a ''delay'' and deflects if it gets jammed. There are no special behaviors for setting ''distance'' to 0 or 255, unlike '''Polyobj_RotateLeft''' and derivatives. *87 (474) '''Polyobj_Stop'''(''id'') :Stops a polyobject from movement. It will then be free for other activations. ===Pillar building=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 29 || 362 || [[Pillar_Build]] || tag || speed || height || || |- || 30 || 364 || [[Pillar_Open]] || tag || speed || floor dist || ceil dist || |- || 94 || 363 || [[Pillar_BuildAndCrush]] || tag || speed || height || damage || |- || 251 || 468 || [[FloorAndCeiling_LowerRaise]] || tag || floor speed || ceiling speed || Boom emulation || |} ------------------------------------------------------------------------------ # Function ExtraData Name 362 Build pillar Pillar_Build 363 Build pillar and crush Pillar_BuildAndCrush 364 Open pillar Pillar_Open Parameters --------------------------------------------------------------- Pillar_Build tag, speed, height Pillar_BuildAndCrush tag, speed, height, crush Pillar_Open tag, speed, fdist, cdist Values --------------------------------------------------------------- tag : Tag of sector to close or open as a pillar. For the action to succeed, neither surface may have an action running on it already. If the tag is zero, the sector on the backside of a 2S line with this special will be used. speed : Speed of the surface with the greatest distance to move in eights of a unit per tic. The other surface will move at a speed which causes it to reach its destination at the same time. height : For Build and BuildAndCrush types, this is the height relative to the floor where the floor and ceiling should meet. If this value is zero, the floor and ceiling will meet exactly half-way. crush : For BuildAndCrush type only, this specifies the amount of damage to inflict per crush event. fdist : For Open type only, this is the distance the floor should move down. If this value is zero, the floor will move to its lowest neighboring floor. cdist : For Open type only, this is the distance the ceiling should move up. If this value is zero, the ceiling will move to its highest neighboring ceiling. ------------------------------------------------------------------------------ *[[FloorAndCeiling_LowerRaise]] ===ACS Scripts=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 80 || 365 || [[ACS_Execute]] || script || map || arg1 || arg2 || arg3 |- || 81 || 366 || [[ACS_Suspend]] || script || map || || || |- || 82 || 367 || [[ACS_Terminate]] || script || map || || || |- || 83 || 430 || [[ACS_LockedExecute]] || script || map || arg1 || arg2 || lock id |- || 84 || 420 || [[ACS_ExecuteWithResult]] || script || arg1 || arg2 || arg3 || arg4 |- || 85 || 490 || [[ACS_LockedExecuteDoor]] || script || map || arg1 || arg2 || lock id |- || 226 || 477 || [[ACS_ExecuteAlways]] || script || map || arg1 || arg2 || arg3 |} {{zdoomwiki}} Eternity supports ACS script calling. *365:'''ACS_Execute'''(''scriptnum'', ''mapnum'', ''arg0'', ''arg1'', ''arg2'') :Executes the specified script. A map value of zero indicates that the script is on the current map. If the script is on a different map, then the execution of the script will be delayed until the player enters the map that contains it. Only one copy of a script can be running at a time when started with this special. :If the specified script was previously executed but then suspended, then execution will begin at the point immediately after where it was suspended instead of starting over again at the beginning. :The number of usable arguments is limited to 3. *477:'''ACS_ExecuteAlways'''(''scriptnum'', ''mapnum'', ''arg0'', ''arg1'', ''arg2'') :Same as ACS_Execute, but will not be blocked if an instance of ''scriptnum'' is already running. *366:'''ACS_Suspend'''(''scriptnum'', ''mapnum'') :Suspends execution of a script until an ACS_Execute special resumes it. *367:'''ACS_Terminate'''(''scriptnum'', ''mapnum'') :Terminates the script. *430:'''ACS_LockedExecute'''(''scriptnum'', ''mapnum'', ''arg1'', ''arg2'', ''lock'') ''(since Feb 25 2016)'' :This one executes a script that requires the player to have a key or more. See [[Lock identifiers]] for info on what to put for the ''lock'' argument. ===Lights=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 110 || 368 || [[Light_RaiseByValue]] || tag || level || || || |- || 111 || 369 || [[Light_LowerByValue]] || tag || level || || || |- || 112 || 370 || [[Light_ChangeToValue]] || tag || level || || || |- || 113 || 371 || [[Light_Fade]] || tag || dest value || tics || || |- || 114 || 372 || [[Light_Glow]] || tag || max || min || tics || |- || 115 || 373 || [[Light_Flicker]] || tag || max || min || || |- || 116 || 374 || [[Light_Strobe]] || tag || max value || min value || max time || min time |- || 232 || 463 || [[Light_StrobeDoom]] || tag || max time || min time || || |- || 233 || 473 || [[Light_MinNeighbor]] || ''tag'' || || || || |- || 234 || 461 || [[Light_MaxNeighbor]] || ''tag'' || || || || |- |} If ''tag'' is 0, any such parameterized special will affect the sector behind the linedef, if applicable. * '''Light_MinNeighbor''' sets the lights in tagged sectors to their minimum neighbors' values. * '''Light_MaxNeighbor''' sets the lights in tagged sectors to their maximum neighbors' values. Eternity supports the following light level controlling parameterized linedef specials. If ''tag'' is 0, any such parameterized special will affect the sector behind the linedef, if applicable. *368:'''Light_RaiseByValue'''(''tag'', ''lvl'') :Adds the ''lvl'' value to the light levels of tagged sectors, capping them to 255. *369:'''Light_LowerByValue'''(''tag'', ''lvl'') :Substracts the ''lvl'' value from the light levels of tagged sectors, limiting them to 0. *370:'''Light_ChangeToValue'''(''tag'', ''lvl'') :Sets the ''lvl'' value for the light level of tagged sectors, and caps it between 0 and 255 inclusive. *371:'''Light_Fade'''(''tag'', ''destvalue'', ''tics'') :Makes the light level of tagged sectors gradually go to ''destvalue'', for the given amount of tics. ''tics'' must be greater than 0. *372:'''Light_Glow'''(''tag'', ''maxval'', ''minval'', ''tics'') :Enables periodic glowing light effect on tagged sectors. ''tics'' is the duration between the extreme light levels and must be positive. The sequence starts by fading down. *373:'''Light_Flicker'''(''tag'', ''maxval'', ''minval'') :Enables flickering light effect on tagged sectors. *374:'''Light_Strobe'''(''tag'', ''maxval'', ''minval'', ''maxtime'', ''mintime'') :Enables strobing light effect on tagged sectors. Light will periodically flash, staying at ''maxval'' level for ''maxtime'' tics and at ''minval'' level for ''mintime'' tics. *463:'''Light_StrobeDoom'''(''tag'', ''maxtime'', ''mintime'') :Enables strobing light effect on tagged sectors, using Doom's logic of choosing the minimum and maximum light levels. *473:'''Light_MinNeighbor'''(''tag'') :Sets the lights in tagged sectors to their minimum neighbors' values *461:'''Light_MaxNeighbor'''(''tag'') :Sets the lights in tagged sectors to their maximum neighbors' values ===Things=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 17 || 422 || [[Thing_Raise]] || tid || || || || |- || 19 || 423 || [[Thing_Stop]] || tid || || || || |- || 72 || 424 || [[ThrustThing]] || angle || speed || - || tid || |- || 73 || 426 || [[DamageThing]] || damage || mod || || || |- || 119 || 427 || [[Thing_Damage]] || tid || damage || mod || || |- || 128 || 425 || [[ThrustThingZ]] || tid || speed || up or down || set or add || |- || 130 || 404 || [[Thing_Activate]] || tid || || || || |- || 131 || 405 || [[Thing_Deactivate]] || tid || || || || |- || 132 || 478 || [[Thing_Remove]] || tid || || || || |- || 133 || 428 || [[Thing_Destroy]] || tid || - || sector tag || || |- || 134 || 402 || [[Thing_Projectile]] || tid || type || angle || speed || vertical speed |- || 135 || 398 || [[Thing_Spawn]] || tid || type || angle || new_tid || |- || 136 || 403 || [[Thing_ProjectileGravity]] || tid || type || angle || speed || vertical speed |- || 137 || 399 || [[Thing_SpawnNoFog]] || tid || type || angle || new_tid || |- || 176 || 421 || [[Thing_ChangeTID]] || oldtid || newtid || || || |- || 248 || 469 || [[HealThing]] || amount || max health || || || |} *402:'''Thing_Projectile'''(tid, type, angle, speed, verticalspeed) :Throws a projectile from a map spot. Can also be used to throw a flying monster. Like in Thing_Spawn, ''type'' is an '''acs_spawndata num'''. Note that ''speed'' and ''verticalspeed'' are in eighths (units per 8 tics). Up is positive for ''verticalspeed''. *403:'''Thing_ProjectileGravity'''(tid, type, angle, speed, verticalspeed) :Same as above, but the thrown projectile or monster will be subject to gravity. *421:'''Thing_ChangeTID'''(oldtid, newtid) ''(since Nov 14 2015)'' :Sets the TID of all things which currently have ''oldtid'' to the value ''newtid''. If ''oldtid'' is zero, it will change the TID of the activator. *426:'''DamageThing'''(damage, mod) ''(since Feb 24 2016)'' :Damages the activator. ''Mod'' is a means-of-death ([[damagetype]]), which can be used for custom obituaries and damage resistances. If ''damage'' is 0, it will actually do 10000 (gibbing) damage. *427:'''Thing_Damage'''(tid, damage, mod) ''(since Feb 24 2016)'' :Same as '''DamageThing''', but with the possibility to select TID (where 0 will mean the activator). It's done this way for ZDoom compatibility. Unlike '''DamageThing''', it will not cause 10000 damage if ''damage'' is 0. *428:'''Thing_Destroy'''(tid, reserved, sectortag) ''(since Feb 24 2016)'' :Causes 10000 damage to all things tagged ''tid''. Beware that, in accordance to Hexen, ''tid'' 0 will NOT affect the activator; for that use '''DamageThing'''. ''Reserved'' must be set to 0. ''Sectortag'' can be used to only kill things inside sectors with given tag. *478:'''Thing_Remove'''(tid) :Directly removes objects tagged ''tid'' from the game. *469:'''HealThing'''(amount, maxhealth) :Heals the activator by ''amount''. ''Maxhealth'' influences maximum health and only affects player activators. For monsters and other objects, the maximum health is always the spawn health. On players, ''maxhealth'' has the following meanings: :*If 0, it will heal the player up to the initial health (such as the maximum medikit health in default Doom). :*If 1, it will heal the player up to the soulsphere maximum health (in default Doom) or the initial health + 100 (if no soulsphere is defined in current game mode) :*Otherwise, it will heal the player up to ''maxhealth''. *227 (480) '''PointPush_SetForce'''(''tag'', ''tid'', ''amount'', ''use_line'') :Enables and sets wind for Boom push/pull source things. If ''tag'' is non-zero, it looks for such things inside a tagged sector. Only one push/pull thing will be used for each tagged sector. If ''tag'' is zero, it will enable pushing for things tagged ''tid''. ''Amount'' is the force, and depending on thing type, it will be attractive or repulsive. If ''use_line'' is 1, it will use the linedef length as amount, not the ''amount'' argument. Either the tagged sector (if ''tag'' is non-zero) or the sectors containing the ''tid'' things must have the Boom generalized wind special. ===Sectors=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Static ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 48 || 482 || yes || [[Sector_Attach3dMidtex]] || line id || optional sector tag || use ceiling || || |- || 140 || 495 || || [[Sector_ChangeSound]] || tag || sequence id || || || |- || 185 || 470 || || [[Sector_SetRotation]] || tag || floor angle || ceiling angle || || |- || 186 || 472 || || [[Sector_SetCeilingPanning]] || tag || x integer || x fractional || y integer || y fractional |- || 187 || 471 || || [[Sector_SetFloorPanning]] || tag || x integer || x fractional || y integer || y fractional |- || 190 || 481 || yes || [[Static_Init (sky transfer)]] || tag || 255 || flip sky || || |} *470:'''Sector_SetRotation'''(tag, floor_angle, ceiling_angle) :Sets the floor and ceiling texture rotation of tagged sectors to the given values in degrees (0-360). *471:'''Sector_SetFloorPanning'''(tag, x_int, x_frac, y_int, y_frac) :Sets the floor texture panning of tagged sectors to given X and Y values. A value is calculated as x_int + 0.01 * x_frac. *472:'''Sector_SetCeilingPanning'''(tag, x_int, x_frac, y_int, y_frac) :Same as Sector_SetFloorPanning, but for the ceiling texture. *'''Sector_SetFriction'''(tag, amount) :Sets friction in the target sectors. Those sectors must have the Boom generalized friction special enabled to work. ''Amount'' is an optional argument. If 0, it will use the length of the linedef to specify friction. Otherwise, the friction will be settable by ''amount''. As a rule, smaller values than 100 mean sludge (high friction) and greater than 100 mean slippery surface (low friction). *218 (457) '''Sector_SetWind'''(''tag'', ''strength'', ''angle'', ''flags'') :Creates wind in the tagged sectors, which, if Boom-style, must have the wind generalized special set. ''Flags'' can be the sum of the following values: :*1: if added, it will cause the wind to be defined by the linedef's length and direction, instead of the ''strength'' and ''angle'' ([[byte angle]]) parameters; :*2: if added, it will use Heretic-style winds, which have a slightly different behavior and scale, and will not require the Boom wind sector special to be set. *220 (479) '''Sector_SetCurrent'''(''tag'', ''strength'', ''angle'', ''flags'') :Similar to '''Sector_SetWind''', but meant for water flow setup, not air wind. ===Slopes=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 118 || 493 || [[Plane_Copy]] || front floor tag || front ceiling tag || back floor tag || back ceiling tag || share slope |- || 181 || 455 || [[Plane_Align]] || floor || ceiling || || || |} ===Teleportation=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 70 || 444 || [[Teleport]] || tid || sector tag || || || |- || 71 || 445 || [[Teleport_NoFog]] || tid || use angle || sector tag || keep height || |- || 215 || 446 || [[Teleport_Line]] || - || dest_id || flip || || |} *444:'''Teleport'''(tid, sector_tag, reserved) :Teleports the activator. Depending on whether ''tid'' or ''sector_tag'' is nonzero, the behavior will be Hexen or Doom compatible. If ''tid'' is zero, then it will teleport like in Doom, into the first teleport destination found on sectors tagged ''sector_tag''. :If ''tid'' is non-zero, it will teleport to one random target thing (doesn't matter the type) among the ones tagged ''tid''. If in this case ''sector_tag'' is also non-zero, it will only seek a destination thing located in these tagged sectors. This behavior is based on the Hexen teleporters. *445:'''Teleport_NoFog'''(tid, use_angle, sector_tag, keep_height) :Teleports the activator silently, without fog and without holding it. ''Tid'' and ''sector_tag'' are used the same as in '''Teleport'''. :''Use_angle'' sets how the activator angle should be set after teleportation, and can take one of the following values: :*0: default Hexen behavior. The thing won't change its angle at all during teleportation. :*1: set thing's angle to the same angle as the one of the destination spot :*2: use Boom's original, buggy behavior: shift angle ''opposite'' to that of the difference between destination spot's angle and the line normal's angle :*3: use Boom's supposedly intended behavior: shift angle by the difference between destination spot's angle and line normal's angle. :If ''use_angle'' is 2 or 3 and the special is not triggered from a linedef, then it will work like mode 1. :''Keep_height'': setting this to 1 will make the thing preserve its distance to the floor after teleporting. If it's 0, the thing will be teleported on the floor, like in Hexen. *446:'''Teleport_Line'''(reserved, dest_id, flip) :Encapsulates the Boom line-teleporting functions. ''Dest_id'' is the tag of the target line. ''Flip'' will cause the user to rotate 180 degrees after teleporting. ===Portals=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 9 || 450 || [[Line_Horizon]] || || || || || |- || 300 || 492 || [[Portal_Define]] || portal id || type || anchor line id || z parameter || flipped anchor |- || 301 || 491 || [[Line_QuickPortal]] || visual-only || || || || |} *'''Line_Horizon''' :Simple linedef specials which converts the middle part with a horizon portal which uses front sector's floor and ceiling. *'''Portal_Define''' :See the [[Portal_Define|linked article]] for its description. *'''Line_QuickPortal'''(''non-interactive'') :Convenience linedef special to quickly create a portal between two areas, through a linedef's middle part. The two lines must be of equal length, and of opposite angles (if linked/interactive) or any angle if not linked. They must have the same, unique tag and the same ''non-interactive'' value, which is 0 for linked portals and 1 for two-way non-linked portals. *'''Sector_SetPortal'''(''tag'', ''type'', ''plane'', ''misc'') :'''Only needed for easily converting old maps with portals'''. You can skip this part if you're designing a new UDMF map. :Only activates on map starts, this one sets a sector portal on floor and/or ceiling on the ''tag''ged sectors. See [[Portal]] for visual examples. :''Plane'' can be 0 (display portal on floor), 1 (display portal on ceiling), 2 (display portal on both); :''Type'' can be: :*0: anchored portal. This line must correspond to another line named "anchor", whose first 3 parameters are the same with this one, except that ''misc'' is 0 for the anchor, while the source line has ''misc'' 1. :*2: skybox portal. Uses the skybox camera object as a source, and displays the skybox (view of this camera) in tagged sectors. :*3: plane portal. Renders the ceiling texture of line's front sector at a fixed camera distance. :*4: horizon portal. Renders the floor and ceiling textures of line's front sector at relative camera distance, useful for infinite horizontal planes such as seas. :*6: linked portal. Interactive anchored portals (through which gameplay passes seamlessly). Has the same rule as anchored portals with regard to anchor lines. Requires consistent offsets if there are multiple linked portals in the map, otherwise linked portals are disabled. :''Type'' can also be used for copying already placed portals: :*1: copy the portal from a sector tagged with ''misc'' into the tagged sectors if ''tag'' is nonzero, or to the front sector if ''tag'' is 0. :*5: copy the portal from a sector tagged with ''misc'' into the tagged lines if ''tag'' is nonzero, or to the current line if ''tag'' is 0. :''Misc'' has values depending on the ''type'' chosen. It makes sense for anchored and linked portals (with 0 meaning source line, and 1 meaning anchor line) and it also has a meaning for the copy types (1 and 5) where it specifies the tag of the sector with portals to copy. ===Binary format specific=== *378:'''Line_SetIdentification'''(id) :Sets the linedef identification number (separate from tag) to ''id''. Useful for various specials that use the line id. Do not use in UDMF. ===Property transfer=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Static ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 209 || 242 || yes || [[Transfer_Heights]] || tag || || || || |- || 210 || 213 || yes || [[Transfer_FloorLight]] || tag || || || || |- || 211 || 261 || yes || [[Transfer_CeilingLight]] || tag || || || || |} *'''Transfer_FloorLight'''(tag) *'''Transfer_CeilingLight'''(tag) :These two are the same as the Boom special, but applicable in parameterized namespaces. *'''Transfer_Heights'''(tag, reserved) :This also acts like the Boom special 242. Argument ''reserved'' must be 0. *190 (481) '''Static_Init'''(''tag'', ''type'', ''flip_or_ceiling'', ''move_type'') :This is a multi-purpose special encapsulating several static specials from MBF and Boom. ''Tag'' is the tag of the target sector(s). ''Type'' can be 255 for MBF sky transfers. If ''flip_or_ceiling'' is 1, the sky will be flipped horizontally. If ''type'' is 255, ''move_type'' must be 0. ===Scrollers=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 100 || 406 || [[Scroll_Texture_Left]] || amount || || || || |- || 101 || 407 || [[Scroll_Texture_Right]] || amount || || || || |- || 102 || 408 || [[Scroll_Texture_Up]] || amount || || || || |- || 103 || 409 || [[Scroll_Texture_Down]] || amount || || || || |- || 222 || 485 || [[Scroll_Texture_Model]] || line id || kind || || || |- || 223 || 484 || [[Scroll_Floor]] || tag || kind || move things || x || y |- || 224 || 483 || [[Scroll_Ceiling]] || tag || kind || - || x || y |- || 225 || ExtraData only || [[Scroll_Texture_Offsets]] |} *223 (484) '''Scroll_Floor'''(''tag'', ''kind'', ''scroll_things'', ''x'', ''y'') *224 (483) '''Scroll_Ceiling'''(''tag'', ''kind'', ''unused'', ''x'', ''y'') *222 (485) '''Scroll_Texture_Model'''(''line_id'', ''kind'') :These specials do standard Boom scrolling. ''Kind'' specifies if it's a static scroller (0), displacement scroller (1) or accelerative scroller (2), and 4 can be added to it to discard arguments ''x'' and ''y'' and instead use the linedef's vertex coordinates do determine the scrolling vector. ''Scroll_things'' only apples for '''Scroll_Floor''' and means simple visual scrolling (0), thing movement with static floor (1) or thing movement with floor (2). ''X'' and ''y'' are the velocity components with which to scroll, if ''kind'' is less than 4 (otherwise the line's size is used). :'''Scroll_Texture_Model''' does wall texture scrolling according to line's vector relative to the target lines. ===Pushers=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 218 || 457 || [[Sector_SetWind]] || tag || force || angle || flags || |- || 219 || 223 || [[Sector_SetFriction]] || tag || || || || |- || 220 || 479 || [[Sector_SetCurrent]] || tag || force || angle || flags || |- || 227 || 480 || [[PointPush_SetForce]] || tag || tid || force || use line || |} ===Exits=== {|class="wikitable sortable" ! UDMF # ! DOOM Format # ! Name ! Arg1 ! Arg2 ! Arg3 ! Arg4 ! Arg5 |- || 74 || 449 || [[Teleport_NewMap]] || level number || || || || |- || 75 || 400 || [[Teleport_EndGame]] || || || || || |- || 179 || 462 || [[ChangeSkill]] || skill || || || || |- || 243 || 447 || [[Exit_Normal]] || || || || || |- || 244 || 448 || [[Exit_Secret]] || || || || || |} *400:'''Teleport_EndGame''' :Ends the entire game in victory. This triggers the current game's assigned ending cutscene and the player can only choose to start a new game. *447:'''Exit_Normal'''(reserved) :Exits to a normal destination level. The argument is reserved and must be 0. *448:'''Exit_Secret'''(reserved) :Exits to the secret destination level. The argument is reserved and must be 0. *449:'''Teleport_NewMap'''(level_number, reserved, reserved) :Exits to the given map. The last two arguments are reserved and must be 0. *462:'''ChangeSkill'''(''skill'') :Changes the current difficulty level, where ''skill'' is from 0 (I'm too young to die) to 4 inclusive (Nightmare!). ==See also== *[[ACS functions]] [[Category:Editing]] [[Category:Editing reference]]
Summary:
Please note that all contributions to Eternity Wiki are considered to be released under the GNU Free Documentation License 1.2 (see
Eternity Wiki:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Templates used on this page:
Template:Backto
(
edit
)
Template:Zdoomwiki
(
edit
)
Navigation menu
Page actions
Page
Discussion
Read
Edit
History
Page actions
Page
Discussion
More
Tools
Personal tools
Not logged in
Talk
Contributions
Log in
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Search
Tools
What links here
Related changes
Special pages
Page information