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Logs
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  • 13:31, 28 August 2025 192.3.235.186 talk created page Ceiling CrushAndRaiseSilentA (Created page with "Hi, I just visited eternity.youfailit.net and wondered if you'd ever thought about having an engaging video to explain what you do, or to be used on social media as a promotional tool? Our videos cost just $195 for a 30 second video ($239 for 60 seconds) and include a full script, voice-over and video. I can show you some previous videos we've done if you want me to send some over. Let me know if you're interested in seeing samples of our previous work. Regards, Joanna")
  • 12:21, 23 August 2025 Printz talk contribs created page SetLineActivation (Created page with "{{ACSFunction| description=Modifies a line's activation type, if it has a special set: who can activate it, from which side, whether it is repeatable. |usage=''void'' '''SetLineActivation'''(''int lineid'', ''int activation''[, ''int repeat'']) |parameters= *''lineid'': ID (tag) of line to modify *''activation'': activation type. Can be: **'''SPAC_None''' or 0: disable the activation **a combination (sum or OR-operation) of the following: ***'''SPAC_Cross''' (1): on play...")
  • 12:10, 23 August 2025 Printz talk contribs created page Sector ChangeFlags (Created page with "54:503:'''Sector_ChangeFlags'''(''tag'', ''setflags'', ''clearflags'') This is a linedef parameterized special. For all sectors with ''tag'', it adds from ''setflags'' and clears from ''clearflags'' (if previously set). Each ''...flags'' parameter can be 0 or a sum of the following numbers: * 1: suppress all sounds coming from sector (including any things acting there) * 16: enable Boom-style friction * 32: enable Boom-style wind * 64: suppress sector mechanical sound...")
  • 20:23, 7 June 2025 Bloodshedder talk contribs deleted page Ceiling CrushAndRaiseSilentA (content was: "Hi, I just visited eternity.youfailit.net and wondered if you've ever considered an impactful video to advertise your business? Our videos can generate impressive results on both your website and across social media. Our prices start from just $195. Let me know if you're interested in seeing samples of our previous work. Regards, Jo", and the only contributor was "93.157.141.152" (talk))
  • 20:23, 7 June 2025 Bloodshedder talk contribs blocked 93.157.141.152 talk with an expiration time of indefinite (anonymous users only, account creation disabled) (Spamming links to external sites)
  • 05:39, 15 May 2025 93.157.141.152 talk created page Ceiling CrushAndRaiseSilentA (Created page with "Hi, I just visited eternity.youfailit.net and wondered if you've ever considered an impactful video to advertise your business? Our videos can generate impressive results on both your website and across social media. Our prices start from just $195. Let me know if you're interested in seeing samples of our previous work. Regards, Jo")
  • 14:56, 30 October 2024 Printz talk contribs created page EDF morphtype reference (Created page with "Morphtype is similar to damagetype, but it's about magical transformations of monsters or players into other species or classes. This is mainly to support the Morph Ovum from Heretic, and later the Porkalator from Hexen. The '''morphtype''' EDF field is used by inflictors (e.g. projectiles) in a similar way to damagetype, but setting a '''mod''' field for example. The definition of a '''morphtype''' is as follows: morphtype <name> { monsterspecies <name> e...")
  • 15:27, 27 October 2024 Printz talk contribs created page SeekerMissile (Created page with "{{codepointer|Generic seeker missile, based on ZDoom rules. |usage='''A_SeekerMissile'''(''threshold'', ''max_turn_angle'', ''flags'', ''acquire_chance'', ''acquire_distance'') |parameters= *''threshold'': Angle turning threshold. If necessary angle to turn to target is beyond this, it will turn at half the rate towards it (default 90, limited to 0-90). *''max_turn_angle'': Rate of angle to turn (default 90, limited to 0-90). *''flags'': can be '''normal''' (which implie...")
  • 15:13, 27 October 2024 Printz talk contribs created page HticMorphOvum (Created page with "{{codepointer|description=Heretic Morph Ovum use action. |usage='''A_HticMorphOvum''' |notes= Shoots 5 "EggShot" projectiles. They'll fan out into a 30 degree angle.}}")
  • 15:00, 27 October 2024 Printz talk contribs created page ViewThrust (Created page with "{{codepointer|description=Momentarily moves head ahead. |usage='''A_ViewThrust''' |notes=This is part of the Heretic chicken-morphed player attack sequence. This moves the view ahead to 12 units, which will be brought back to 0 by 3 units per game tic.}}")
  • 14:57, 27 October 2024 Printz talk contribs created page HideInCeiling (Created page with "{{codepointer|description=Moves above ceiling. |usage='''A_HideInCeiling''' |notes=Changes actor's Z position to (ceiling + 4). Beware that any movement will reset its height level to be below the ceiling. This is meant for the powered-up hellstaff hell rain spawners.}}")
  • 16:01, 24 October 2024 Printz talk contribs created page RainImpact (Created page with "{{codepointer|description=Projectile special impact for Heretic hellstaff rain. |usage='''A_RainImpact''' |notes= Commonly called during the death frames. If actor's Z position is above the floor, it will go into the "AirDeath" state if available. Otherwise, on hitting a splashy terrain, there's a 5/32 chance that it will trigger the splash even if having the '''NOSPLASH''' flag.}}")
  • 15:58, 24 October 2024 Printz talk contribs created page SkullRodStorm (Created page with "{{codepointer|description=Spawn powered hell rain drop. |usage='''A_SkullRodStorm''' |notes=Subtracts 1 health. If it still has health, there's a 25/256 chance it won't do anything else. Otherwise, it will spawn a thingtype of dehackednum 445-448 (rainplr1-3, depending on counter 1 value modulo 4) at the ceiling in a 64x64 square around the actor, transfer its projectile ownership, give it a -1 Z velocity, transfer the counter 1 value to it, and (once per 32 repeats, as...")
  • 15:52, 24 October 2024 Printz talk contribs created page AddPlayerRain (Created page with "{{codepointer|description=Heretic hell rain setup |usage='''A_AddPlayerRain''' |notes= If in multiplayer, checks if player index from counter 1 exists and is alive. If in single player, it just checks if the only player is alive. Each player can have at most two rains active. If less are active, then this codepointer sets the free slot to this current actor. If both are occupied, then it clears the one with less health, reducing it to 16 if greater, and replaces it with...")
  • 15:47, 24 October 2024 Printz talk contribs created page SkullRodPL2Seek (Created page with "{{codepointer|description=Hell staff powered seeker missile. |usage='''A_SkullRodPL2Seek''' |notes=Seeker missile maintenance with threshold of roughly 14 degrees and max turn of roughly 28 degrees.}}")
  • 15:45, 24 October 2024 Printz talk contribs created page FireSkullRodPL2 (Created page with "{{codepointer|description=Powered hellstaff attack. |usage='''A_FireSkullRodPL2''' |notes= If not enough ammo, does nothing. Otherwise it subtracts ammo (which in deathmatch will always be 1) and spawns a projectile of dehackednum 444 (horn rod FX 2). Its counter of 1 will be set to 2 (in single player) or to 0-3 depending on player's index. The projectile will home on any autoaimed target in sight. Then the sound 420 (hrnpow) will be played.}}")
  • 15:41, 24 October 2024 Printz talk contribs created page SpawnRippers (Created page with "{{codepointer|Ripper spawner for powered dragon claw attack impact. |usage='''A_SpawnRippers''' |notes= This spawns 8 objects of dehackednum 422 (ripper) at actor's position, giving them the same owner as actor's (as projectile). Each one is fired in each direction, given its '''speed''' and subsequently fired like a projectile.}}")
  • 15:37, 24 October 2024 Printz talk contribs created page FireBlasterPL2 (Created page with "{{codepointer|description=Powered dragonclaw attack. |usage='''A_FireBlasterPL2''' |notes=If deathmatch, it only consumes 1 ammo, not the amount specified in EDF. It fires a projectile with dehackednum 443 (blaster FX 1), and sounds dehackednum 406 (blssht).}}")
  • 15:33, 24 October 2024 Printz talk contribs created page StaffAttackPL2 (Created page with "{{codepointer|description=Heretic powered staff attack. |usage='''A_StaffAttackPL2''' |notes=Like StaffAttackPL1, except that the damage is 18-81 and the pufftype is "HereticStaffPuff2" |seealso= *StaffAttackPL1}}")
  • 15:31, 24 October 2024 Printz talk contribs created page StaffAttackPL1 (Created page with "{{codepointer|description=Heretic basic staff attack. |usage='''A_StaffAttackPL1''' |notes=Damage is 5 to 20. There is a slight angle spread. Within 64 map units, it produces a hitscan that creates the "HereticStaffPuff" pufftype. If another thing got hit, the player is rotated to face it. |seealso= *Punch *StaffAttackPL2}}")
  • 15:28, 24 October 2024 Printz talk contribs created page Feathers (Created page with "{{codepointer|description=Produce chicken feathers around actor. |usage='''A_Feathers''' |notes=It produces several "Feather" things. If actor is alive, then there's a 1/8 chance it's 2 feathers, otherwise 1. If actor is dead, then 5 to 8 feathers are generated. Each feather appears at 20 units above actor's feet and is set to target the actor. Each one's velocity is set to 0 to 1 on the X and Y components, and -1 to +1 on the Z component. Each feather's initial state...")
  • 15:20, 24 October 2024 Printz talk contribs created page VolcanoSet (Created page with "{{codepointer|description=Set tics as for Heretic volcano. |usage='''A_VolcanoSet''' |notes=This sets current state duration to 105 + random(0, 127). |seealso= *SetTics}}")
  • 15:16, 24 October 2024 Printz talk contribs created page SpawnTeleGlitter2 (Created page with "{{codepointer|description=Spawns a "TeleGlitterBlue" object in a random location within a 32x32 square around the current actor, and gives it a vertical speed of 0.25. |usage='''A_SpawnTeleGlitter2''' |seealso= *SpawnGlitter *SpawnTeleGlitter}}")
  • 15:14, 24 October 2024 Printz talk contribs created page SpawnTeleGlitter (Created page with "{{codepointer|description=Spawns a "TeleGlitterRed" object in a random location within a 32x32 square around the current actor, and gives it a vertical speed of 0.25. |usage='''A_SpawnTeleGlitter''' |seealso= *SpawnGlitter *SpawnTeleGlitter2}}")
  • 15:11, 24 October 2024 Printz talk contribs created page WeaponAlert (Created page with "{{codepointer|description=Alert monsters within sound-travel distance of the player's presence. |usage='''A_WeaponAlert''' |notes= Normally all weapons alert monsters when player starts the attack, but they can be set to silent in weaponinfo, or this codepointer can be used in other frames besides the attack sequence. |seealso= *AlertMonsters *NoiseAlert}}")
  • 15:08, 24 October 2024 Printz talk contribs created page GunFlashTo (Created page with "{{codepointer|description=Generic weapon muzzle flash. |usage='''A_GunFlashTo'''(''frame'', ''no_actor_flash'') |parameters= *''frame'': weapon frame to set the flash weapon sprite to *''no_actor_splash'': if nonzero, it will ''not'' change player avatar's frame to its class '''altattack''' (which in DOOM shows as the marine firing the weapon) |notes=This changes the gunflash weapon sprite, not the main one, making it visible if currently off. This is a more powerful ver...")
  • 15:05, 24 October 2024 Printz talk contribs created page RefireTo (Created page with "{{codepointer|description=Changes weapon frame to a given state if the fire button is currently being pressed and the weapon has enough ammo to fire. |usage='''A_RefireTo'''(''frame'', ''skip_ammo_check'') |parameters= *''frame'': state to jump to if check passes *''skip_ammo_check'': if nonzero, skip the ammo check and change state |notes=Like ReFire, this will change state if player is holding fire, but lets you change to another frame instead of the attack frame....")
  • 15:02, 24 October 2024 Printz talk contribs created page CheckAmmo (Created page with "{{codepointer|description=Changes weapon frame if ammo is below amount. |usage='''A_CheckAmmo'''(''frame'', ''amount'') |parameters= *''frame'': frame (state) to jump to if ammo is below ''amount'' *''amount'': how much ammo to compare |notes=MBF21 introduced this codepointer. Eternity also offers CheckReloadEx which is more flexible. |seealso= *CheckReloadEx}}")
  • 14:58, 24 October 2024 Printz talk contribs created page ConsumeAmmo (Created page with "{{codepointer|description=Subtract ammo from the currently selected weapon's ammo pool. |usage='''A_ConsumeAmmo'''(''amount'') |parameters= *''amount'': amount of ammo to subtract. If zero, it will default to current weapon's '''ammopershot''' value. |notes=''Amount'' can be negative, in which case it will actually ''add'' ammo. MBF21 introduced this codepointer, and unlike SubtractAmmo, this one lets you specify amount. |seealso= *SubtractAmmo}}")
  • 14:54, 24 October 2024 Printz talk contribs created page WeaponJump (Created page with "{{Codepointer|description=Random frame change (jump) for weapon frames (not actor frames). |usage='''A_WeaponJump'''(''frame'', ''chance'') |parameters= *''frame'': Frame to jump to if random chance passes *''chance'': chance out of 256 that it will switch to ''frame'' |notes=MBF21 introduced this as a weapon frame usable version of RandomJump, which only works on actor frames. Eternity already has Jump from ZDoom which is flexible with both actor and weapon fram...")
  • 16:03, 23 October 2024 Printz talk contribs created page WeaponBulletAttack (Created page with "{{codepointer|description=Generic weapon bullet attack. |usage='''A_WeaponBulletAttack'''(''horizontal_spread'', ''vertical_spread'', ''number_of_bullets'', ''base_damage'', ''damage_multiplier'') |parameters= *''horizontal_spread'': horizontal spread in degrees (default 0) *''vertical_spread'': vertical spread in degrees (default 0) *''number_of_bullets'': number of hitscan rays (bullets) to fire (default 1) *''base_damage'': minimum damage (default 5) *''damage_multipl...")
  • 15:52, 23 October 2024 Printz talk contribs created page WeaponProjectile (Created page with "{{codepointer|description=Generic weapon projectile attack. |usage='''A_WeaponProjectile'''(''type'', ''angle'', ''pitch'', ''horizontal_offset'', ''vertical_offset'') |parameters= *''type'': name of thing type of projectile to spawn (shoot) *''angle'': optional yaw (turning left-right) angle (in degrees) to add to projectile direction *''pitch'': optional pitch (looking up-down) angle (in degrees) to add to projectile direction *''horizontal_offset'': optional offset in...")
  • 15:44, 23 October 2024 Printz talk contribs created page RemoveFlags (Created page with "{{codepointer|description=MBF21 codepointer to remove flags from actor. |usage='''A_RemoveFlags'''(''standard_flags'', ''mbf21_flags'') |parameters= *''standard_flags'': vanilla DOOM '''flags''' (not '''flags2''' etc.) to remove from actor *''mbf21_flags'': sum of MBF21 flags to remove. |notes=This codepointer comes from MBF21 and is inferior to Eternity's UnSetFlags. Use that one instead. |seealso= *JumpIfFlagsSet *SetFlags *UnSetFlags}}")
  • 15:41, 23 October 2024 Printz talk contribs created page AddFlags (Created page with "{{codepointer|description=Adds the specified thing flags to the actor. |usage='''A_AddFlags'''(''standard_flags'', ''mbf21_flags'') |parameters= *''standard_flags'': vanilla DOOM '''flags''' to add. Beware that '''flags2''' etc. aren't accepted. *''mbf21_flags'': sum of MBF21 flags to add. |notes=This codepointer comes from the MBF21 standard and is inferior to Eternity's SetFlags. Use that one instead. |seealso= *JumpIfFlagsSet *SetFlags *UnSetFlags}}")
  • 15:37, 23 October 2024 Printz talk contribs created page MBF21 flags (Created page with "From some codepointers such as JumpIfFlagsSet, you need to specify MBF21 flags as a number which is a sum of bits. If the function doesn't allow you to specify names joined by |, + or ",", you need to specify them as sum of bits. Here are the available bits and flags: * 1: LOGRAV * 2: SHORTMRANGE * 4: DMGIGNORED * 8: NORADIUSDMG * 16: FORCERADIUSDMG * 32: HIGHERMPROB * 64: RANGEHALF * 128: NOTHRESHOLD * 256: LONGMELEE * 512: BOSS * 1024: MAP07BOSS1 * 2048: MAP07BOSS...")
  • 15:33, 23 October 2024 Printz talk contribs created page JumpIfFlagsSet (Created page with "{{codepointer|description=Changes current frame to another if actor has the specified thing flags set. |usage='''A_JumpIfFlagsSet'''(''frame'', ''standard_flags'', ''mbf21_flags'') |parameters= *''frame'': frame to jump to if flags are set *''standard_flags'': set of vanilla DOOM flags to check. This means that only from the '''flags''' they are checked, not from '''flags2''' etc. *''mbf21_flags'': sum of MBF21 flag bits for a selection of non-vanilla DOOM flags. War...")
  • 10:06, 21 October 2024 213.233.110.6 talk created page JumpIfTracerCloser (Created page with "Like JumpIfTargetCloser but for seeking missile targets, not missile shooters or monster targets.")
  • 10:04, 21 October 2024 213.233.110.6 talk created page JumpIfTracerInSight (Created page with "Like JumpIfTargetInSight but for homing projectile seeking target, not for its shooter or for a monster’s combat target.")
  • 09:52, 21 October 2024 213.233.110.6 talk created page JumpIfTargetCloser (Created page with "{{codepointer|description=Changes current frame if distance to target (enemy, or projectile’s shooter) is closer than a threshold distance. |usage='''A_JumpIfTargetCloser'''(state, distance) |parameters= *state: state to jump to *distance: distance in map units under which to make this decision}}")
  • 14:59, 20 October 2024 Printz talk contribs created page JumpIfTargetInSight (Created page with "{{codepointer|description=Jump to a state if caller's target is in line of sight. |usage='''A_JumpIfTargetInSight'''(''state'', ''field_of_view'') |parameters= *''state'': frame to jump to *''field_of_view'': field of view relative to calling actor's angle to check for target in. If 0, it will be in all directions. |notes=This was introduced by MBF21 and is similar to ZDoom's JumpIfTargetInLOS, but with fewer capabilities: it doesn't work with player weapon frames an...")
  • 14:55, 20 October 2024 Printz talk contribs created page JumpIfHealthBelow (Created page with "{{codepointer|description=Jump to a state if caller's health is below the specified threshold. |usage='''A_JumpIfHealthBelow'''(''state'', ''health'') |parameters= *''state'': frame to jump to *''health'': only jump if below this health |notes=The health comparison is strict (<).}}")
  • 14:52, 20 October 2024 Printz talk contribs created page ClearTracer (Created page with "{{Codepointer|description=Clears the calling actor's seek target, to stop homing. |usage='''A_ClearTracer''' |notes=The projectile will stop homing. |seealso= *FindTracer}}")
  • 14:50, 20 October 2024 Printz talk contribs created page FindTracer (Created page with "{{codepointer|description=Search for a valid seek target, if the calling actor doesn't already have one. Particularly useful for player projectiles. |usage='''A_FindTracer'''(''field_of_view'', ''search_distance'') |parameters= *''field_of_view'': the field of view relative to calling actor's angle to search for targets in. Default: 360 degrees (all around) *''search_distance'': distance to search in map blocks (of 128 units each). Default: 10 |notes=This will prefer aim...")
  • 14:43, 20 October 2024 Printz talk contribs created page SeekTracer (Created page with "{{codepointer|description=Generic seeker missile function. |usage='''A_SeekTracer'''(''angle_threshold'', ''max_turn'') |parameters= *''angle_threshold'': if angle to target is lower than this, missile will 'snap' directly to face the target (degrees) *''max_turn'': maximum angle a missile will turn towards the target if angle is above the threshold (degrees) |notes= This is similar to HticTracer, except that it's not limited on the Z velocity update the same way as...")
  • 14:37, 20 October 2024 Printz talk contribs created page HealChase (Created page with "{{codepointer|description=Generic, parameterized version of VileChase. |usage='''A_HealChase'''(''state'', ''sound'') |parameters= *''state'': state to jump to when resurrecting a corpse. If none given, the action will fail. *''sound'': sound to play. If none given, it will be silent. |notes=Unlike VileChase, this one will not use the "Heal" state or the Doom 2 archvile default heal state, but only the one you provide in the parameter. Also, the sound will not d...")
  • 14:32, 20 October 2024 Printz talk contribs created page NoiseAlert (Created page with "{{Codepointer|description=Alerts monsters against actor's enemy, using actor as alert source. |usage='''A_NoiseAlert''' |notes=This got introduced in MBF21 and it's different from Eternity and ZDoom's AlertMonsters in the following ways: # This cannot be used from player weapon frames # The alert source this time will come from the actor, not from the actor's target (usually the player). This means you can make a monster that shouts and alerts others audible from it...")
  • 14:25, 20 October 2024 Printz talk contribs created page RadiusDamage (Created page with "{{Codepointer|description=Explosion with different radius and actual damage. |usage='''A_RadiusDamage'''(''damage'', ''radius'') |parameters= *''damage'': Maximum damage to inflict at the origin *''radius'': Maximum distance of the area effect. Damage will decrease linearly. |notes= As with other radius attacks, the distance is Chebyshev, i.e. the maximum of x and y difference, so the area of effect is a square, not a circle (and it's infinitely tall). Beware when making...")
  • 15:58, 12 October 2024 Printz talk contribs created page MonsterProjectile (Created page with "{{Codepointer|description=Generic monster projectile attack. |usage='''A_MonsterProjectile'''(''thingtype'', ''angle'', ''pitch'', ''horizontal_offset'', ''vertical_offset'') |parameters= *''thingtype'': name of projectile thingtype to spawn *''angle'': angle (in degrees) to add to the shooting angle *''pitch'': vertical angle in degrees to add to the shooting angle *''horizontal_offset'': offset in front of attacker to produce the missile *''vertical_offset'': offse...")
  • 15:50, 12 October 2024 Printz talk contribs created page SpawnObject (Created page with "{{Codepointer|description=Generic actor spawn function. |usage='''A_SpawnObject'''(''thingtype'', ''angle'', ''offsetx'', ''offsety'', ''offsetz'', ''velx'', ''vely'', ''velz'') |parameters= *''thingtype'': name of thing to spawn *''angle'': degrees relative to spawner's angle to give to the new thing *''offsetx'', ''offsety'', ''offsetz'': offset relative to actor's facing: to the right, forward and upwards respectively. *''velx'', ''vely'', ''velz'': optional velocity...")
  • 15:36, 12 October 2024 Printz talk contribs created page TurnProjectile (Created page with "{{Codepointer|description=Like Turn, but also changes the velocity to match the new angle. |usage='''A_TurnProjectile'''(''mode'', ''counter_or_value'') '''misc1''' ''angle'' |parameters= *''mode'': if 0 (default), use the '''misc1''' field ''angle'', which is the number of degrees to increase angle. If 1, then ''counter_or_value'' is a counter ID (0 to 7) with the number of degrees to rotate, not '''misc1'''. If 2, then ''counter_or_value'' is a counter ID (0 to...")
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