User contributions for Printz
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28 September 2009
- 08:2908:29, 28 September 2009 diff hist +64 Light2 No edit summary current
- 08:2908:29, 28 September 2009 diff hist +64 Light1 No edit summary current
- 08:2808:28, 28 September 2009 diff hist +63 Light0 No edit summary
25 September 2009
- 16:0616:06, 25 September 2009 diff hist −41 WeaponCtrJump →Arguments
- 16:0616:06, 25 September 2009 diff hist −4 WeaponCtrJump →Effect
- 16:0216:02, 25 September 2009 diff hist +45 List of codepointers →Frame scripting pointers
- 16:0116:01, 25 September 2009 diff hist +31 List of codepointers →Hexen monster attack pointers
- 16:0016:00, 25 September 2009 diff hist +18 MummyAttack →See also current
- 16:0016:00, 25 September 2009 diff hist +353 N MummyAttack2 New page: If the actor's target is invalid, nothing will occur. Otherwise, if the actor's target is within melee range, it will deal 2-16 damage to it, making no sound. If the target is not in melee... current
- 15:5415:54, 25 September 2009 diff hist +298 N MummyAttack New page: If the actor's target is invalid, nothing will occur. Otherwise, if the actor's target is within melee range, it will deal 2-16 damage to it, and play the MUMAT2 sound effect. If the targe...
- 15:4815:48, 25 September 2009 diff hist +31 List of codepointers →Hexen AI pointers
- 15:4815:48, 25 September 2009 diff hist +31 List of codepointers →Hexen object sound pointers
- 15:4715:47, 25 September 2009 diff hist +31 List of codepointers →Hexen miscellaneous pointers
- 15:4615:46, 25 September 2009 diff hist +55 List of codepointers →Weapon Frame Scripting Pointers
- 15:4515:45, 25 September 2009 diff hist −37 List of codepointers →Weapon Frame Scripting Pointers: Deleted extraneous codepointers
- 15:4515:45, 25 September 2009 diff hist −18 WeaponCtrJump →See also
- 09:2609:26, 25 September 2009 diff hist +922 WeaponCtrJump Added example
- 08:5408:54, 25 September 2009 diff hist +2,150 N WeaponCtrJump New page: Player weapon codepointer. Parameterized codepointer. :''Usage:'' ::'''WeaponCtrJump'''(''statenum'', ''checktype'', ''value'', ''cnum'', ''psprnum'') ====Effect==== This codepointer is u...
15 September 2009
- 09:4209:42, 15 September 2009 diff hist +24 Thing flags No edit summary
- 09:3909:39, 15 September 2009 diff hist +1,679 FireShotgun No edit summary
- 09:2609:26, 15 September 2009 diff hist +2 FireShotgun No edit summary
- 09:2609:26, 15 September 2009 diff hist −19 FireShotgun No edit summary
- 09:2109:21, 15 September 2009 diff hist +25 FireShotgun No edit summary
- 09:1909:19, 15 September 2009 diff hist −4 FireShotgun →Usage
- 09:1709:17, 15 September 2009 diff hist +11 List of codepointers →Frame scripting pointers
- 09:1709:17, 15 September 2009 diff hist +77 List of codepointers →Frame scripting pointers
- 09:1509:15, 15 September 2009 diff hist +11 List of codepointers →Frame scripting pointers
- 09:1409:14, 15 September 2009 diff hist +40 AproxDistance No edit summary current
- 09:0809:08, 15 September 2009 diff hist +442 N AproxDistance New page: ====Parameter Information==== *'''Args1''' = Destination counter number (from 0 to 7; default of 0 = 0) Returns an approximate distance measurement between the object and its current tar...
27 August 2009
- 09:5509:55, 27 August 2009 diff hist 0 Door linedef types No edit summary
22 August 2009
- 08:5908:59, 22 August 2009 diff hist −14 Sor1Pain No edit summary
- 08:5808:58, 22 August 2009 diff hist +1 CPosAttack No edit summary current
- 08:5708:57, 22 August 2009 diff hist +4 CPosAttack No edit summary
- 08:2508:25, 22 August 2009 diff hist −1 SkelWhoosh No edit summary current
- 08:2508:25, 22 August 2009 diff hist +28 SkelWhoosh No edit summary
- 08:2408:24, 22 August 2009 diff hist +20 Fall No edit summary current
- 08:2308:23, 22 August 2009 diff hist 0 GenWizard No edit summary current
- 08:2308:23, 22 August 2009 diff hist +18 GenWizard No edit summary
- 08:2208:22, 22 August 2009 diff hist +26 GenWizard No edit summary
- 08:1408:14, 22 August 2009 diff hist +90 SetFlags No edit summary
- 08:1008:10, 22 August 2009 diff hist −94 Stop →Usage
- 08:0708:07, 22 August 2009 diff hist +47 SargAttack No edit summary current
- 07:5207:52, 22 August 2009 diff hist +137 FatAttack2 No edit summary
- 07:4607:46, 22 August 2009 diff hist −12 LineEffect No edit summary
- 06:1206:12, 22 August 2009 diff hist −90 Polyobject No edit summary
- 05:5805:58, 22 August 2009 diff hist +48 Thing types →New to Eternity
- 05:5105:51, 22 August 2009 diff hist −5 Thing types →New to SMMU
- 05:5105:51, 22 August 2009 diff hist −9 Thing types →New to MBF
- 05:4605:46, 22 August 2009 diff hist +30 StartFire No edit summary current
- 05:4505:45, 22 August 2009 diff hist −2 Regular sector types No edit summary
- 05:4405:44, 22 August 2009 diff hist +12 N User:Printz New page: I am printz.
- 05:4405:44, 22 August 2009 diff hist +178 N Talk:AccelGlitter New page: So basically this multiplies the Z momentum by 1.5, resulting in an exponential (geometric) increase of speed? Wow. Very fast.--~~~~ current
- 05:4305:43, 22 August 2009 diff hist +8 Sor1Chase No edit summary current
- 05:4205:42, 22 August 2009 diff hist +26 Sor1Chase No edit summary
- 05:4205:42, 22 August 2009 diff hist −18 Sor1Chase No edit summary
18 August 2009
- 04:3504:35, 18 August 2009 diff hist −17 RemovePod No edit summary current
16 August 2009
- 12:0512:05, 16 August 2009 diff hist +27,781 N EDF thing reference New page: Thing types define monsters, lamps, control points, items, etc -- anything that moves, occupies space, can display a sprite, or is useful for singling out locations. Each thing type must...
- 11:4611:46, 16 August 2009 diff hist 0 EDF →Thingtypes Reference
- 11:4611:46, 16 August 2009 diff hist +41 EDF →Thingtypes Reference
- 11:3311:33, 16 August 2009 diff hist +3 Thing types →ExtraData Thing Control Object (5004)
- 11:3211:32, 16 August 2009 diff hist +61 Linedef types No edit summary
- 11:3111:31, 16 August 2009 diff hist +16,563 N ExtraData New page: ExtraData is a new data specification language for the Eternity Engine that allows arbitrary extension of mapthings, lines, and sectors with any number of new fields, with data provide...
- 07:2207:22, 16 August 2009 diff hist +81 Floor movement classic specials →Floor targets
- 07:2007:20, 16 August 2009 diff hist +19 VileTarget No edit summary current
- 07:2007:20, 16 August 2009 diff hist +138 Exit linedef types →Exit Linedef Types
- 07:1707:17, 16 August 2009 diff hist +58 FatAttack2 No edit summary
- 07:1507:15, 16 August 2009 diff hist +207 Elevator linedef types →Elevator Linedef Types
- 07:0607:06, 16 August 2009 diff hist +17 Elevator linedef types →Elevator Targets
- 07:0507:05, 16 August 2009 diff hist +22 Linedef types No edit summary
- 07:0207:02, 16 August 2009 diff hist +58 CPosAttack No edit summary
- 07:0107:01, 16 August 2009 diff hist +27 LineEffect No edit summary
- 07:0007:00, 16 August 2009 diff hist +31 FireCrackle No edit summary current
- 06:5806:58, 16 August 2009 diff hist +43 RemovePod No edit summary
- 06:5206:52, 16 August 2009 diff hist +58 FatRaise No edit summary current
- 06:5106:51, 16 August 2009 diff hist +27 Chase No edit summary current
- 06:4906:49, 16 August 2009 diff hist +27 TroopAttack No edit summary current
- 06:4906:49, 16 August 2009 diff hist +31 TroopAttack No edit summary
- 06:4806:48, 16 August 2009 diff hist +4 Script control linedef types No edit summary
- 06:4706:47, 16 August 2009 diff hist −102 Small →Functions: removed version tag, revert if necessary, I thought it was detracting
- 06:4506:45, 16 August 2009 diff hist +16 CyberAttack No edit summary
15 August 2009
- 18:1918:19, 15 August 2009 diff hist +818 N ThingSummon New page: Type: Monster attack, parameterized Parameter Information: *Args1 = DeHackEd num of thing type to summon (default of 0 = thing 0) *Args2 = Prestep distance (added to distance between t...
- 18:1918:19, 15 August 2009 diff hist +1,148 N A BulletAttack New page: Type: Monster attack, parameterized Parameter Information: *Args1 = DeHackEd number of sound to play (default of 0 = no sound) *Args2 = Select accuracy (default of 0 = 1) **1 = Always...
- 18:1818:18, 15 August 2009 diff hist +1,353 N MissileSpread New page: Type: Monster attack, parameterized Parameter Information: *Args1 = DeHackEd number of thing type to fire (no default, must be valid) *Args2 = Number of missiles to fire (MUST be great...
- 18:1718:17, 15 August 2009 diff hist +1,182 N MissileAttack New page: Type: Monster attack, Homing missile firing pointer, parameterized Parameter Information: *Args1 = DeHackEd number of thing type to fire (no default, must be valid) *Args2 = Select hom...
- 18:1618:16, 15 August 2009 diff hist +1,421 N Scratch New page: Type: Monster attack, parameterized Parameter Information: *Unknown 1 = Amount of damage to inflict (default of 0 = 0) *Unknown 2 = DeHackEd number of sound to play (default of 0 = no ...
- 18:1618:16, 15 August 2009 diff hist +580 N BetaSkullAttack New page: Type: Monster attack, parameterized Parameter Information: *Object's damage field = damage multiplier Purpose: If the object's target is invalid or is of the same type as this object,...
- 18:1418:14, 15 August 2009 diff hist +678 N BrainSpit New page: Type: Monster attack, normal Purpose: Boss brain spawn cube attack. If there are no boss spawn spots on the level, this function will do nothing. If the game is on the an easy skill level...
- 18:1418:14, 15 August 2009 diff hist +889 N PainAttack New page: Type: Monster attack, normal Purpose: Pain Elemental attack codepointer. If the object's target is valid, it will face toward it. If the comp_pain variable is asserted, the monster will c... current
- 18:1418:14, 15 August 2009 diff hist +174 N CyberAttack New page: Type: Monster attack, normal Purpose: Cyberdemon attack codepointer. If the object's target is valid, it will face toward it and fire one RocketShot projectile. Thunk: Yes.
- 18:1318:13, 15 August 2009 diff hist +180 N BspiAttack New page: Type: Monster attack, normal Purpose: Arachnotron attack codepointer. If the object's target is valid, it will face toward it and fire one ArachnotronShot projectile. Thunk: Yes.
- 18:1318:13, 15 August 2009 diff hist +432 N SkullAttack New page: Type: Monster attack, normal Purpose: Lost soul attack codepointer. If the object's target is valid, it will face toward it and, if it has an attack sound, will emit it. The object's SKUL... current
- 18:1318:13, 15 August 2009 diff hist +377 N BruisAttack New page: Type: Monster attack, normal Purpose: Baron attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee range (64 units) of the object, the ...
- 18:1218:12, 15 August 2009 diff hist +346 N HeadAttack New page: Type: Monster attack, normal Purpose: Cacodemon attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee range (64 units) of the object, ...
- 18:1218:12, 15 August 2009 diff hist +237 N SargAttack New page: Type: Monster attack, normal Purpose: Demon attack codepointer. If the object's target is valid and is within melee range (64 units) of the target, it will face the target and damage it d...
- 18:1218:12, 15 August 2009 diff hist +370 N TroopAttack New page: Type: Monster attack, normal Purpose: Imp attack codepointer. If the object's target is valid, it will face toward it. If the target is within melee range (64 units) of the object, the ob...
- 18:1118:11, 15 August 2009 diff hist +312 N CPosAttack New page: Type: Monster attack, normal Purpose: Causes a Chaingunner chaingun attack. If the object's target is valid, it will turn to face it, play the "chgun" sound effect, and fire a single trac...
- 18:1118:11, 15 August 2009 diff hist +220 N FatAttack3 New page: Type: Monster attack normal Purpose: If the object's target is valid, it will face it and fire two MancubusShot missiles, one at its angle plus 5.625 degrees, and the other at its angle m...
- 18:1118:11, 15 August 2009 diff hist +244 N FatAttack2 New page: Type: Monster attack, normal Purpose: If the object's target is valid, it will face it, and then turn an additional -11.25 degrees. It will fire two MancubusShot missiles, one directly at...
- 18:1018:10, 15 August 2009 diff hist +244 N FatAttack1 New page: Type: Monster attack, normal Purpose: If the object's target is valid, it will face it, and then turn an additional +11.25 degrees. It will fire two MancubusShot missiles, one directly at...
- 18:1018:10, 15 August 2009 diff hist +356 N SkelMissile New page: Type: Monster attack, Homing missile firing pointer, normal Purpose: If the object's target is valid, it will face toward it and fire a TracerShot missile at it. The missile's tracer targ... current
- 18:1018:10, 15 August 2009 diff hist +244 N SkelFist New page: Type: Monster attack, normal Purpose: If the object's target is valid and is within melee range (64 units) of the object, it will face its target, emit the DSSKEPCH sound and damage its t... current
- 18:0918:09, 15 August 2009 diff hist +627 N VileAttack New page: Type: Monster attack, normal Purpose: If the object's target is valid and can currently be seen by the object, an Archvile explosion attack will occur. The object will face its target, em... current
- 18:0918:09, 15 August 2009 diff hist +211 N VileTarget New page: Type: Monster attack, normal Purpose: Causes the object to face its target, and spawns a VileFire object at the target's location. The Fire codepointer will be called on the VileFire obje...
- 18:0918:09, 15 August 2009 diff hist +273 N SPosAttack New page: Type: Monster attack, normal Purpose: Causes a Sergeant shotgun attack. If the object's target is valid, it will turn to face it, play the "shotgn" sound effect, and fire 3 tracers with "...
- 18:0818:08, 15 August 2009 diff hist +309 N PosAttack New page: Type: Monster attack, normal Purpose: Causes a Zombieman pistol attack. If the object's target is valid, it will turn to face it, play the "pistol" sound effect, and fire a single tracer ... current
- 18:0818:08, 15 August 2009 diff hist +237 N Detonate New page: Type: Blast radius attack, normal Purpose: Spawns a blast radius at the object's location with a radius and maximum damage value equal to the object's missile damage value. Other effects ...
- 18:0718:07, 15 August 2009 diff hist +189 N Hoof New page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "hoof" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack logic... current
- 18:0718:07, 15 August 2009 diff hist +191 N BabyMetal New page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "bspwlk" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack log...
- 18:0718:07, 15 August 2009 diff hist +190 N Metal New page: Type: AI pointer / Walking sound, normal Purpose: The object will emit the "metal" sound effect, and then control will transfer to the Chase codepointer for normal walking and attack logi... current
- 18:0618:06, 15 August 2009 diff hist +452 N Sor1Chase New page: Type: AI pointer, normal Purpose: D'Sparil first form walking logic. If the object's Counter 0 field has been set to a positive value by the Sor1Pain codepointer, the object will subtract...
- 18:0618:06, 15 August 2009 diff hist +1,122 N RandomWalk New page: Type: AI pointer, normal Purpose: Causes an object to walk around in randomly chosen directions, whether it has no target or has acquired a target via being damaged. Neither friends nor e...
- 18:0518:05, 15 August 2009 diff hist +345 N KeepChasing New page: Type: AI pointer, normal Purpose: Allows a monster to keep walking during its attack frames. Chase cannot be used in this context because it may cause the monster to acquire a new target ...
- 18:0518:05, 15 August 2009 diff hist +361 N FaceTarget New page: Type: AI pointer, normal Purpose: Makes an object face its target, if it has one. If the object's target is partially invisible (Bits field SHADOW), totally invisible (Bits2 field DONTDRA...
- 18:0518:05, 15 August 2009 diff hist +935 N VileChase New page: Type: AI pointer, normal Purpose: Causes an object to look for monster corpses as it walks. When a corpse is encountered which has a resurrection state, is currently in a frame with a -1 ...
- 18:0418:04, 15 August 2009 diff hist +2,316 N Chase New page: Type: AI pointer, normal Purpose: Causes an object to pursue its target. *If the object has lost its target (ie. it has died or been removed), the object will look for a new target (pos...
- 18:0218:02, 15 August 2009 diff hist +90 N VileStart New page: Type: Object sound pointer, normal Purpose: Plays the "vilatk" sound effect. Thunk: Yes. current
- 18:0218:02, 15 August 2009 diff hist +442 N BrainAwake New page: Type: Object sound pointer, normal Purpose: Plays the "bossit" sound effect at full volume. Notes: In DOOM, this codepointer was also responsible for initializing the internal list of Bo... current
- 18:0218:02, 15 August 2009 diff hist +104 N BrainPain New page: Type: Object sound pointer, normal Purpose: Plays the "bospn" sound effect at full volume. Thunk: Yes. current
- 18:0118:01, 15 August 2009 diff hist +601 N Scream New page: Type: Object sound pointer, normal Purpose: Plays the object's death sound, if it has one. If the object uses certain sounds as its death sound, it may play one of a set of random sounds ... current
- 18:0118:01, 15 August 2009 diff hist +558 N PlaySound New page: Type: Object sound pointer, parameterized Parameter Information: *Unknown 1 = Sound DeHackEd number to play (must be valid, no default) *Unknown 2 = Select sound volume **0 = normal (...
- 18:0018:00, 15 August 2009 diff hist +259 N Sor1Pain New page: Type: Miscellaneous / sound, normal Purpose: The object's Counter 0 field will be set to 20, so that it will walk faster when using the Sor1Chase codepointer. Control will then transfer t...
- 18:0018:00, 15 August 2009 diff hist +153 N SpawnSound New page: Type: Miscellaneous / sound, normal Purpose: The object will emit the "boscub" sound effect, and then control will transfer to the SpawnFly codepointer. current
- 18:0018:00, 15 August 2009 diff hist +131 N FatRaise New page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "manatk" sound effect. Thunk: Yes.
- 17:5917:59, 15 August 2009 diff hist +131 N SkelWhoosh New page: Type: Miscellaneous / sound, normal Purpose: Causes the object to face its target and play the "skeswg" sound effect. Thunk: Yes.
- 17:5917:59, 15 August 2009 diff hist +159 N FireCrackle New page: Type: Miscellaneous / sound, normal Purpose: Plays the "flame" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
- 17:5917:59, 15 August 2009 diff hist +160 N StartFire New page: Type: Miscellaneous / sound, normal Purpose: Plays the "flamst" sound and calls the Fire codepointer on the object. Part of the Archvile flame attack sequence.
- 17:5817:58, 15 August 2009 diff hist +255 N DripBlood New page: Type: Miscellaneous, normal Purpose: A HereticBlood object will be spawned at a random location within a small distance of the source object, will be given randomized x and y momenta, and... current
- 17:5817:58, 15 August 2009 diff hist +874 N MakePod New page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called by pod generators to spawn pods. The object's Counter 0 field is used to track the number of pods currently owned ... current
- 17:5717:57, 15 August 2009 diff hist +377 N RemovePod New page: Type: Miscellaneous, normal Purpose: Part of pod generator code, called when a pod is destroyed. This codepointer uses an internal field of the object to find the pod generator which spaw...
- 17:5717:57, 15 August 2009 diff hist +491 N PodPain New page: Type: Miscellaneous, normal Purpose: Called when pods are damaged. There is a 50% chance that this codepointer will do nothing. Provided it takes action, there is a 16/256 chance that the...
- 17:5617:56, 15 August 2009 diff hist +336 N Sor2DthLoop New page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. Each call to this codepointer decrements Counter 0 field set by Sor2DthInit by one. If the field is still ... current
- 17:5617:56, 15 August 2009 diff hist +399 N Sor2DthInit New page: Type: Miscellaneous, normal Purpose: Part of D'Sparil (2nd form) death sequence. The object's Counter 0 field will be set to 7 so that the death frame sequence loops 7 times, and all livi... current
- 17:5617:56, 15 August 2009 diff hist +603 N GenWizard New page: Type: Miscellaneous, normal Purpose: DsparilShot2 Disciple spawning pointer. The pointer will attempt to spawn a Disciple object at its (x,y) location and at its z minus 1/2 the height of...
- 17:5517:55, 15 August 2009 diff hist +222 N BlueSpark New page: Type: Miscellaneous, normal Purpose: Spawns D'Sparil's blue projectile spark trail. Two DsparilSpark objects are spawned at the object's location and are given randomized x, y, and z mome...
- 17:5517:55, 15 August 2009 diff hist +159 N MummySoul New page: Type: Miscellaneous, normal Purpose: Spawns a GolemSoul object 10 units above the object and gives it upward momentum of 1 unit. New to Eternity. Thunk: Yes. current
- 17:5417:54, 15 August 2009 diff hist +985 N LineEffect New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Line special (default of 0 = 0) *Unknown 2 = Sector tag (default of 0 = 0) Purpose: Allows objects to trigger l...
- 17:5417:54, 15 August 2009 diff hist +297 N Face New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer angle to face (default of 0 = 0 degrees) Purpose: Makes the object face toward the indicated angle. New ...
- 17:5417:54, 15 August 2009 diff hist +246 N Turn New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = Integer number of degrees to turn (default of 0 = 0 degrees) Purpose: The object will turn from its present angl...
- 17:5317:53, 15 August 2009 diff hist +780 N Spawn New page: Type: Miscellaneous, parameterized Parameter Information: *Unknown 1 = DeHackEd number of thing type to spawn (must be valid, no default) *Unknown 2 = Integer amount of units to add to...
- 17:5317:53, 15 August 2009 diff hist +262 N Fire New page: Type: Miscellaneous, normal Purpose: Moves the object in front of the object it is tracing, if the object which it was spawned by has not lost sight of the traced object. This object must...
- 17:5217:52, 15 August 2009 diff hist +1,914 N SpawnFly New page: Type: Miscellaneous, normal Purpose: Boss spawn cube spawning function. If the spawn cube has not reached its target spot, which is judged by a precomputed amount of time having passed, n...
- 17:5217:52, 15 August 2009 diff hist +490 N BrainExplode New page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion, called by rockets spawned by BrainScream. Another RocketShot object will be spawned within a small distance of the one calling t...
- 17:5117:51, 15 August 2009 diff hist +621 N BrainScream New page: Type: Miscellaneous, normal Purpose: Boss Brain Explosion. Spawns RocketShot objects from the point (object.x - 196, object.y - 320, z) to the point (object.x + 320, object.y - 320, z), s...
- 17:5117:51, 15 August 2009 diff hist +146 N Die New page: Type: Miscellaneous, normal Purpose: Causes the object to die by damaging it for its current health. This codepointer is new to MBF. Thunk: Yes.
- 17:5017:50, 15 August 2009 diff hist +393 N UnSetFlags New page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) **1 = Bits **2 = Bits2 **3 = Bits3 *Args2 = Value to Inverse-Logical-AND with sele...
- 17:5017:50, 15 August 2009 diff hist +382 N SetFlags New page: Type: Miscellaneous, parameterized Parameter Information: * Args1 = Select Bits Field (no default) ** 1 = Bits ** 2 = Bits2 ** 3 = Bits3 * Args2 = Value to Logical-OR with selected ...
- 17:4917:49, 15 August 2009 diff hist +207 N A Nailbomb New page: Type: Miscellaneous, normal Purpose: Causes a blast radius attack with radius and max damage value of 128, and then fires 30 bullet tracers in a circular spread for 10 damage each. New to...
- 17:4917:49, 15 August 2009 diff hist +903 N Mushroom New page: Type: Miscellaneous, parameterized Parameter Information: * Unknown 1 = Fixed-point launch angle factor (default of 0 = 4 units) * Unknown 2 = Fixed-point missile momentum factor (defa...
- 17:4817:48, 15 August 2009 diff hist +508 N BFGBurst New page: Type: Miscellaneous, normal Purpose: Explosion effect of the Plasma Burst BFG weapon. This BFG does not do tracer-based damage. Instead, 40 EEBetaPlasma3 projectiles will be fired from th...
- 17:4717:47, 15 August 2009 diff hist +867 N BouncingBFG New page: Type: Miscellaneous, normal Purpose: Explosion effect of Bouncing BFG weapon. This BFG does not do any tracer-based damage. Instead, 40 test traces are fired in a circular pattern from th...
- 17:4617:46, 15 August 2009 diff hist +949 N BFG11KHit New page: Type: Miscellaneous, normal Purpose: Explosion effect of BFG 11k weapon. Designed for more balanced play in deathmatch, this BFG works very differently. First, if the BFG ball explodes cl...
- 17:4017:40, 15 August 2009 diff hist +17,967 N Parameterized linedef specials New page: Parameterized Floor Types ------------------------------------------------------------------------------ # Function ExtraData Name 306 Up to Highest Nei...
- 17:2717:27, 15 August 2009 diff hist +117 N Editing reference New page: * Linedef types * Sector types * Linedef flags * Thing flags * Thing types * Predefined lumps
- 17:1917:19, 15 August 2009 diff hist +11,689 N Predefined lumps New page: Most predefined lumps used in BOOM and MBF are still present in Eternity, although not all are used. These lumps can be found in eternity.wad and are no longer stored inside the executable...
- 17:0317:03, 15 August 2009 diff hist +6,191 N Thing types New page: == New to BOOM == BOOM has implemented two new thing types as well, BoomPushPoint (5001), and BoomPullPoint (5002). These control the origin of the point source wind effect controlled by l...
- 16:5916:59, 15 August 2009 diff hist +1,498 N Thing flags New page: === New to BOOM === BOOM has implemented two new thing flags, "not in DM" and "not in COOP", which in combination with the existing "not in Single" flag, usually called "Multiplayer", allo...
- 16:5916:59, 15 August 2009 diff hist −9 Linedef flags No edit summary
- 16:5816:58, 15 August 2009 diff hist +1,908 N Linedef flags New page: === Introduced with BOOM === Only one new linedef flag is added by BOOM, called PassThru, which allows a push or switch linedef trigger to pass the push action thru it to ones within range...
- 16:5516:55, 15 August 2009 diff hist +2,705 N Generalized sector types New page: Eternity also provides generalized sector types, based on bit fields, that allow several sector type properties to be independently specified for a sector. Texture change linedefs can be u...
- 16:5316:53, 15 August 2009 diff hist +1,483 N Regular sector types New page: From Matt Fell's [http://www.doomworld.com/idgames/index.php?id=1138 Unofficial DOOM Spec] the DOOM sector types are: Dec Hex Class Description ---------------------------------------...
- 16:4916:49, 15 August 2009 diff hist +382 N Sector types New page: Eternity is backward compatible with DOOM's sector types. All types 0-17 have the same meaning they did under DOOM. Types 18-31 are reserved for extended sector types, that work like DOOM'...
- 16:4716:47, 15 August 2009 diff hist +31 Pillar linedef types →Pillar linedef types
- 16:4716:47, 15 August 2009 diff hist +31 Polyobject →PolyObject Doors
- 16:4616:46, 15 August 2009 diff hist +31 Script control linedef types No edit summary
- 16:4616:46, 15 August 2009 diff hist +37 Portal linedef types →Linked portals
- 16:4616:46, 15 August 2009 diff hist +31 Scroller linedef types →Accelerative Scrollers
- 16:4516:45, 15 August 2009 diff hist +31 Property transfer linedef types →Heretic wind/current transfer
- 16:4416:44, 15 August 2009 diff hist +31 Teleport linedef types →Teleport Linedef types
- 16:4416:44, 15 August 2009 diff hist +31 Exit linedef types →Exit Linedef Types
- 16:4416:44, 15 August 2009 diff hist +31 Lighting linedef types →Lighting Linedef Types
- 16:4416:44, 15 August 2009 diff hist +31 Elevator linedef types →Elevator Linedef Types
- 16:4316:43, 15 August 2009 diff hist +31 Stair builder linedef types →Regular and Extended Stair Builder Types
- 16:4316:43, 15 August 2009 diff hist +31 Crushing ceiling linedef types →Crusher Linedef Types
- 16:4316:43, 15 August 2009 diff hist +31 Platform linedef types →Platform Linedef types
- 16:4216:42, 15 August 2009 diff hist +31 Ceiling linedef types →Ceiling linedef types
- 16:4116:41, 15 August 2009 diff hist +31 Floor movement classic specials →Floor linedef types
- 16:4116:41, 15 August 2009 diff hist +31 Door linedef types No edit summary
- 16:4016:40, 15 August 2009 diff hist 0 Door linedef types →Door linedef types
- 16:3916:39, 15 August 2009 diff hist 0 Linedef types No edit summary
- 16:3916:39, 15 August 2009 diff hist −64 m Linedef types rather
- 16:3816:38, 15 August 2009 diff hist +6 Linedef types replaced boom with eternity; emphasized on the D rather than P notation
- 16:2616:26, 15 August 2009 diff hist +4,254 N Linedef types New page: In BOOM actions are caused to happen in the game thru linedef types. BOOM has three kinds of linedef types: * Regular - the linedef types that were already in DOOM II v1.9 * Extended - li...
- 16:2616:26, 15 August 2009 diff hist +2,273 N Pillar linedef types New page: A pillar is a linedef type that moves both floor and ceiling in opposite directions. All pillar linedefs are parameterized; there are no regular, extended, or generalized pillar types. Ins...
- 16:2616:26, 15 August 2009 diff hist +14,626 N Polyobject New page: PolyObjects are special sets of one-sided linedefs which, unlike any other lines, can be moved on the map during gameplay. Unlike the Hexen and zdoom implementation of PolyObjects, Eternit...
- 16:2616:26, 15 August 2009 diff hist +756 N Script control linedef types New page: These linedefs are used to start Small Levelscripts. See the Small Usage Documentation for full information on how to use these linedefs along with a Small script to add dynamic actions to...
- 16:2616:26, 15 August 2009 diff hist +7,765 N Portal linedef types New page: Portals turn a set of floors, ceilings, or linedefs into "windows" onto another part of the map, allowing for some otherwise impossible visual effects. Portals are not interactive, however...
- 16:2616:26, 15 August 2009 diff hist +9,519 N Scroller linedef types New page: =Static Scrollers= The most basic kind of scrolling linedef causes some part of the tagged sector or tagged wall to scroll, in proportion to the length of the linedef the trigger is on, a...
- 16:2516:25, 15 August 2009 diff hist +17,136 N Property transfer linedef types New page: These linedefs are special purpose and are used to transfer properties from the linedef itself or the sector on its first sidedef to the tagged sector(s). None are triggered, they simply e...
- 16:2516:25, 15 August 2009 diff hist +4,022 N Teleport linedef types New page: A teleporter is a linedef that when crossed or switched makes the player or monster appear elsewhere in the level. There are only regular and extended teleporters, no generalized teleporte...
- 16:2516:25, 15 August 2009 diff hist +1,360 N Exit linedef types New page: An exit linedef type ends the current level bringing up the intermission screen with its report of kills/items/secrets or frags in the case of deathmatch. Obviously, none are retriggerable...
- 16:2516:25, 15 August 2009 diff hist +2,012 N Lighting linedef types New page: The lighting linedef types change the lighting in the tagged sector. All are regular or extended types, there are no generalized lighting types. All are switched or walkovers. =Lighting ...
- 16:2516:25, 15 August 2009 diff hist +1,620 N Elevator linedef types New page: An elevator is a linedef type that moves both floor and ceiling together. All elevator linedefs are extended, there are no regular or generalized elevator types. Instant elevator motion is...
- 16:2516:25, 15 August 2009 diff hist +4,476 N Stair builder linedef types New page: A stair builder is a linedef type that sets a sequence of sectors defined by a complex rule to an ascending or descending sequence of heights. The rule for stair building is as follows: ...
- 16:2516:25, 15 August 2009 diff hist +2,740 N Crushing ceiling linedef types New page: A crusher ceiling is a linedef type that causes the ceiling to cycle between its starting height and 8 above the floor, damaging monsters and players that happen to be in between. Barrels ...
- 16:2416:24, 15 August 2009 diff hist +6,346 N Platform linedef types New page: A platform is basically a floor action involving two heights. The simple raise platform actions, for example, differ from the corresponding floor actions in that if they encounter an obsta...
- 16:2416:24, 15 August 2009 diff hist +9,575 N Ceiling linedef types New page: =Ceiling Targets= * Highest Neighbor Ceiling (HnC) This means that the ceiling moves to the height of the highest neighboring ceiling NOT including the ceiling itself. If the ceiling dir...
- 16:2416:24, 15 August 2009 diff hist +13,111 N Floor movement classic specials New page: =Floor targets= * Lowest Neighbor Floor (LnF) This means that the floor moves to the height of the lowest neighboring floor including the floor itself. If the floor direction is up (only...
- 16:2416:24, 15 August 2009 diff hist +9,342 N Door linedef types New page: A door is a sector, usually placed between two rooms, whose ceiling raises to open, and lowers to close. A door is fully closed when its ceiling height is equal to its floor height. A ...
8 July 2009
- 09:1409:14, 8 July 2009 diff hist +24 Getarg No edit summary
- 09:1309:13, 8 July 2009 diff hist +25 Numargs No edit summary
- 09:1309:13, 8 July 2009 diff hist +25 Funcidx No edit summary
- 09:1309:13, 8 July 2009 diff hist +27 Heapspace No edit summary
18 June 2009
- 18:0718:07, 18 June 2009 diff hist +3 Small →Functions
11 June 2009
- 14:0614:06, 11 June 2009 diff hist +95 Eternity Engine →Releases
- 14:0614:06, 11 June 2009 diff hist 0 Template:Latest No edit summary
29 May 2009
- 05:5705:57, 29 May 2009 diff hist +411 N Talk:List of codepointers New page: I noticed some codepointers, mainly the ones with parameters, have been documented here with type specifiers in them (int, float, string...). While I know they're there for information pur...
24 May 2009
- 08:2408:24, 24 May 2009 diff hist +760 N Getarg New page: ''native getarg(arg, index = 0);'' '''Found in:''' core.inc ==Description== This function allows a script that takes a variable number of arguments to access the values which were passed ...
- 08:1808:18, 24 May 2009 diff hist +387 N Numargs New page: ''native numargs();'' '''Found in:''' core.inc ==Description== This function allows the user to test how many arguments a function was invoked with. This is useful when using functions wh...
- 08:1608:16, 24 May 2009 diff hist +48 Heapspace No edit summary
- 08:1408:14, 24 May 2009 diff hist +520 N Funcidx New page: ''native funcidx(const name[]);'' '''Found in:''' core.inc ==Description== This function returns the internal index of a public Small function. This is not yet useful for anything within ...
- 07:5807:58, 24 May 2009 diff hist +354 N Heapspace New page: ''native heapspace();'' Parameters: None Return value: Number of cells available on the interpreter's heap. Found in: core.inc Description: This function allows the user to query the a...
- 07:5307:53, 24 May 2009 diff hist +64 Small →Functions
- 07:5107:51, 24 May 2009 diff hist +2,626 Small →Random number generators
- 06:2206:22, 24 May 2009 diff hist +62 Small →Functions
- 05:4205:42, 24 May 2009 diff hist +731 Small →Triggering by Thing codepointer
- 04:4604:46, 24 May 2009 diff hist +333 N Talk:Small New page: I'd like to add "Small" functions to this article... they're a real useful map editing feature that must not be missed. What I'm asking: what's new in Nekhbet (last) version since Phoenix ... current
- 03:0503:05, 24 May 2009 diff hist +4 Fall →Usage
- 03:0403:04, 24 May 2009 diff hist +74 Fall →Usage
21 May 2009
- 12:4112:41, 21 May 2009 diff hist +18 List of codepointers →Hexen AI pointers
- 12:3912:39, 21 May 2009 diff hist +24 List of codepointers →Hexen miscellaneous pointers
- 12:3812:38, 21 May 2009 diff hist −18 List of codepointers →Hexen monster attack pointers
- 12:3812:38, 21 May 2009 diff hist +18 List of codepointers →Hexen monster attack pointers
- 12:3312:33, 21 May 2009 diff hist +19 List of codepointers →Hexen AI pointers
- 12:2912:29, 21 May 2009 diff hist +19 List of codepointers →Hexen miscellaneous pointers
- 12:2512:25, 21 May 2009 diff hist +55 List of codepointers →Heretic Monster Attack Pointers
- 12:2312:23, 21 May 2009 diff hist +3 List of codepointers →Frame scripting pointers
- 12:2212:22, 21 May 2009 diff hist +47 List of codepointers →Frame Scripting Pointers
- 12:1712:17, 21 May 2009 diff hist +159 List of codepointers →Heretic Miscellaneous Pointers
- 12:1712:17, 21 May 2009 diff hist −84 List of codepointers →Miscellaneous Pointers
- 12:1312:13, 21 May 2009 diff hist +36 List of codepointers →Hexen AI pointers
- 12:1112:11, 21 May 2009 diff hist +34 List of codepointers →Object Sound Pointers
- 12:0912:09, 21 May 2009 diff hist +13 List of codepointers →Object Sound Pointers
- 12:0712:07, 21 May 2009 diff hist −13 List of codepointers →Hexen AI pointers
- 12:0712:07, 21 May 2009 diff hist +64 List of codepointers →Heretic AI Pointers
- 12:0512:05, 21 May 2009 diff hist +40 List of codepointers →Miscellaneous Pointers
- 12:0012:00, 21 May 2009 diff hist +44 List of codepointers →Miscellaneous Pointers
- 11:5611:56, 21 May 2009 diff hist +433 N PlayerSkull New page: '''PlayerSkull''' (void) ==Usage== Spawns a HereticPlayerSkull thing at 48 units above activating player's origin, then transfers player's viewport and data to the skull, makes the screen ...
- 11:5111:51, 21 May 2009 diff hist +17 List of codepointers →Heretic Miscellaneous Pointers
- 11:3711:37, 21 May 2009 diff hist +1,181 N Look New page: '''Look''' (void) ==Usage== Causes the object to look for targets. Various gameplay elements have an effect on acquiring a target. Friendly monsters will look for enemies first, but if the... current
- 11:3211:32, 21 May 2009 diff hist +288 N XScream New page: '''XScream''' (void) ==Usage== Plays the "slop" sound. If the object is a player, falling damage is active, and the player has died from falling, the "fallht" sound will be played (this so... current
- 11:3111:31, 21 May 2009 diff hist +194 N Fall New page: '''Fall''' (void) ==Usage== Clears the SOLID flag of the calling actor, allowing it to be stepped through. Typically used for dying actors. Thunk: yes. [[category:Codepoin...
- 11:2711:27, 21 May 2009 diff hist +28 PlayerScream →Usage current
- 11:2611:26, 21 May 2009 diff hist +545 N PlayerScream New page: '''PlayerScream''' (void) ==Usage== Plays player death sounds. Normally plays "pldeth" sound. If the player skin supports the "wimpy" death sound, it may play that instead. However, in gam...
- 11:2311:23, 21 May 2009 diff hist +29 Pain No edit summary current
- 11:2011:20, 21 May 2009 diff hist +87 N Pain New page: '''Pain''' (void) ==Usage== Plays calling actor's pain sound. category:Codepointers
- 11:1811:18, 21 May 2009 diff hist +325 N Explode New page: '''Explode''' (void) ==Usage== Spawns a blast radius at the object's location 128 units in radius, with maximum damage of 128, decreasing linearly with distance from the blast point. If th...
- 11:1511:15, 21 May 2009 diff hist +368 N FireShotgun2 New page: '''FireShotgun2''' (void) ==Usage== Fires player super shotgun attack. Twenty tracers are fired using "ssg" accuracy (wide horizontal spread combined with moderate vertical error), each tr...
- 11:1211:12, 21 May 2009 diff hist +9 FireShotgun No edit summary
- 11:1211:12, 21 May 2009 diff hist +53 FireShotgun No edit summary
- 11:1111:11, 21 May 2009 diff hist +318 N FireShotgun New page: Fires player shotgun attack. Seven tracers are fired using "never" accuracy (a moderate horizontal spread with no vertical error), each doing standard bullet damage of (rnd%3 + 1) * 5. The...