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Thing type flags
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==flags== {| class="wikitable" style="font-size: 85%"; text-align: center; width: auto !style="background-color: #C5D0E1"| Flag name !style="background-color: #E3EEFF"| Bit number !style="background-color: #C5D0E1"| Description |-style="background-color: #F5F5F5" | '''SPECIAL''' | 0 | Collectable item (can be picked up). Only used by items. NOTE: items use a different height value for getting picked up, not their [[thingtype]] height. The actual gettable item height is defined globally in the [[EDF game properties reference|EDF game properties]]. |-style="background-color: #D9D9D9" | '''SOLID''' | 1 | Blocks other objects. |-style="background-color: #F5F5F5" | '''SHOOTABLE''' | 2 | Can take damage and be targeted. All shootable monsters and objects (e.g. barrels) have this. |-style="background-color: #D9D9D9" | '''NOSECTOR''' | 3 | Not linked into sectors. This makes the thing fully invisible (even in the automap), but also subjects it to less obvious side effects. For sprite invisibility without these side effects, use '''DONTDRAW''' instead. WARNING: do NOT change this at game time. |-style="background-color: #F5F5F5" | '''NOBLOCKMAP''' | 4 | Not linked into the blockmap. This makes the thing ignored by most of the physics, including collision with other things, hitscans and even moving surfaces. All basic projectiles and momentary visual effects have this flag. Non-solid decoration may also have this flag. WARNING: do NOT change this at game time. |-style="background-color: #D9D9D9" | '''AMBUSH''' | 5 | For monsters: always in ambush mode (even if the editor flag is not set). Generally only useful if you want a certain species to always ignore remote player gunshots. |-style="background-color: #F5F5F5" | '''JUSTHIT''' | 6 | Internal monster combat flag. Monsters with this flag tend to attack immediately when first seeing player. |-style="background-color: #D9D9D9" | '''JUSTATTACKED''' | 7 | Internal monster combat flag, delays a bit before attacking. Generally unnoticeable. |-style="background-color: #F5F5F5" | '''SPAWNCEILING''' | 8 | Spawns on the ceiling instead of the floor. Used by all ceiling decorations (e.g. hanging bodies or chandeliers). |-style="background-color: #D9D9D9" | '''NOGRAVITY''' | 9 | Is not subject to gravity. Used by all flying monsters, ceiling decorations and flying projectiles. |-style="background-color: #F5F5F5" | '''DROPOFF''' | 10 | This flag allows the thing to step off ledges taller than 24 units. If you give it to walking monsters, they will fall off ledges. Necessary for the player and the projectiles. Not necessary, however, for floating monsters or bouncing objects. |-style="background-color: #D9D9D9" | '''PICKUP''' | 11 | Can pick up items. Currently only works on player class objects. |-style="background-color: #F5F5F5" | '''NOCLIP''' | 12 | Is not clipped against other objects or lines. This makes the object ghostly, like the player using the "noclip" cheat. |-style="background-color: #D9D9D9" | '''SLIDE''' | 13 | This flag has no effect. Use the '''flags3''' bit '''SLIDE''' instead. |-style="background-color: #F5F5F5" | '''FLOAT''' | 14 | Has a floating monster behavior, like the Cacodemon. Combined with NOGRAVITY, it makes the monster fly freely (for flying players, use FLY instead). |-style="background-color: #D9D9D9" | '''TELEPORT''' | 15 | Semi-no-clipping behaviour. Can go over steps of any height, has other odd behaviors. |-style="background-color: #F5F5F5" | '''MISSILE''' | 16 | Is a projectile. Used by all such things. |-style="background-color: #D9D9D9" | '''DROPPED''' | 17 | Internal flag for dropped items (trooper clips, etc). Such an item can be crushed and will never respawn if dmflag implies that. |-style="background-color: #F5F5F5" | '''SHADOW''' | 18 | Renders as spectre fuzz. Monsters aiming at this thing will suffer inaccuracy. |-style="background-color: #D9D9D9" | '''NOBLOOD''' | 19 | Doesn't bleed when hit by hitscan attacks; spawns bullet puffs instead. |-style="background-color: #F5F5F5" | '''CORPSE''' | 20 | Internally set on corpses and may slide over ledges, stairs etc. Most importantly, [[VileChase]] can revive inert things with this flag set. |-style="background-color: #D9D9D9" | '''INFLOAT''' | 21 | Internal flag, used for floating monster AI. |-style="background-color: #F5F5F5" | '''COUNTKILL''' | 22 | Counts toward kill score when defeated, and is in other cases treated as a monster. Beware that removing this flag from a monster has side effects. To have a monster who doesn't count for kills, you need to use the '''KILLABLE''' flag instead. |-style="background-color: #D9D9D9" | '''COUNTITEM''' | 23 | Counts toward item score when collected. NOTE: it will NOT count if the item is specified to stay when picked up (e.g. keys and weapons in multiplayer). |-style="background-color: #F5F5F5" | '''SKULLFLY''' | 24 | Internal flag, used for charging monster (e.g. lost soul) maintenance. |-style="background-color: #D9D9D9" | '''NOTDMATCH''' | 25 | Is not spawned at level start in Deathmatch game modes. Used by all access keys because they're assumed to be already in players' possessions in Deathmatch. |-style="background-color: #F5F5F5" | '''TRANSLATION1''' | 26 | Remaps green to gray in sprites. |-style="background-color: #D9D9D9" | '''TRANSLATION2''' | 27 | Remaps green to brown, or gray to red if combined with '''TRANSLATION1'''. |-style="background-color: #F5F5F5" | '''TOUCHY''' | 28 | Dies on contact with solid things of other species, excepting Lost Souls and Pain Elementals. |-style="background-color: #D9D9D9" | '''BOUNCES''' | 29 | Bounces. Can be combined with other flags for various effects. See below. |-style="background-color: #F5F5F5" | '''FRIEND''' | 30 | Friendly monster, MBF/Eternity variety. |-style="background-color: #D9D9D9" | '''TRANSLUCENT''' | 31 | Renders with BOOM-style translucency, controlled by user translucency level setting. |- !style="background-color: #C5D0E1"| Flag name !style="background-color: #E3EEFF"| Bit number !style="background-color: #C5D0E1"| Description |} *'''BOUNCES''' Bounces. Different behaviors may be achieved by combining with other flags: :BOUNCES+MISSILE: as a missile, bounces off floors and ceilings but explodes everywhere else. Useful for not allowing the BFG to conveniently explode. :BOUNCES+NOGRAVITY: bounces off all surfaces. Can be used for projectiles despite lack of MISSILE flag. :BOUNCES+FLOAT: usable for monsters, letting them pogo-jump to most heights. :BOUNCES+FLOAT+DROPOFF: even higher jumping. :BOUNCES: can be used for projectiles, allowing grenades to be implemented.
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