User contributions for Printz
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15 September 2009
- 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 (...