User contributions for Printz
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22 August 2009
- 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...