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Thing type flags
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==flags4== {| 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" | '''AUTOTRANSLATE''' | 0 | Adapts a built-in palette translation if spawned in games other than Doom; used by EE objects such as MBFHelperDog. |-style="background-color: #D9D9D9" | '''NORADIUSDMG''' | 1 | Object will not take radius damage from most sources. |-style="background-color: #F5F5F5" | '''FORCERADIUSDMG''' | 2 | As an inflictor, forces all objects (including '''BOSS''' and '''NORADIUSDMG''') to take radius damage. |-style="background-color: #D9D9D9" | '''LOOKALLAROUND''' | 3 | Has a 360-degree field of vision, same as monsters given the '''AMBUSH''' flag after hearing a shot. |-style="background-color: #F5F5F5" | '''NODAMAGE''' | 4 | Is invulnerable to damage < 10000, but still reacts as if damage has been taken (thrust, blood, and pain). |-style="background-color: #D9D9D9" | '''SYNCHRONIZED''' | 5 | Will not have its spawnstate tics randomized when spawned on the map at level start. '''SVN r1096+''' |-style="background-color: #F5F5F5" | '''NORANDOMIZE''' | 6 | As a missile or bouncing explosive, will not have its spawnstate and first deathstate tics randomized. Note that the semantics of this flag are opposite of [[ZDoom]], due to compatibility requirements. '''SVN r1096+''' |-style="background-color: #D9D9D9" | '''BRIGHT''' | 7 | Will always be full-bright regardless of current frame setting. |-style="background-color: #F5F5F5" | '''FLY''' | 8 | Object is flying. Used by the player when under the effect of a flight artifact. |-style="background-color: #D9D9D9" | '''NORADIUSHACK''' | 9 | Don't emulate MBF behaviour where bouncing explosives can hurt any actor, including bosses. Setting this causes the explosive to only affect bosses if FORCERADIUSDMG is also set. Note that MBF emulation protects Cyberdemons from other Cyberdemons' bouncing explosive attacks. It doesn't do the same for members of any other species. |-style="background-color: #F5F5F5" |'''NOSOUNDCUTOFF''' |10 |Actor can play any number of sounds. |-style="background-color: #D9D9D9" |'''RAVENRESPAWN''' |11 |Specifies that a thingtype will undergo Raven-style (Heretic/Hexen) item respawning when picked up with item respawning enabled. Items which use this flag can define two special DECORATE-style states, one for the state sequence to use when waiting to respawn after being picked up, and another to be used when the object is going to be removed permanently. These states are specified as in the following two definitions from heretic/things.edf: thingtype HereticPickup { cflags SPECIAL|RAVENRESPAWN seesound ht_respawn states @" Pickup.Respawn: ACLO E 1400 A_HideThing ACLO A 4 A_RestoreSpecialThing1 ACLO BABCBCDC 4 ACLO D 4 A_RestoreSpecialThing2 stop "@ } thingtype HereticArtifact { cflags SPECIAL|RAVENRESPAWN seesound ht_respawn states @" Pickup.Respawn: ACLO DCDCBCBABA 3 ACLO A 1400 A_HideThing ACLO A 3 A_UnHideThing ACLO BABCBCDC 3 ACLO D 3 A_RestoreArtifact stop Pickup.Remove: ACLO DCDCBCBABA 3 stop "@ } When Pickup.Remove is not defined by such a thingtype, it will simply be removed from the level immediately, like a Doom-style item would. Five new action functions are provided that support this feature: [[HideThing]], [[UnHideThing]], [[RestoreArtifact]], [[RestoreSpecialThing1]], [[RestoreSpecialThing2]] |-style="background-color: #F5F5F5" |'''NOTSHAREWARE''' |12 |Things with this flag will not spawn on a map if the current gamemode is a shareware gamemode. |-style="background-color: #D9D9D9" |'''NOTORQUE''' |13 |Things with this flag are never subject to MBF torque simulation, even if it is enabled via the compatibility vector. |-style="background-color: #F5F5F5" |'''ALWAYSTORQUE''' |14 |Things with this flag are always subject to MBF torque simulation, even if it is disabled via the compatibility vector. |-style="background-color: #D9D9D9" |'''NOZERODAMAGE''' |15 |Projectiles given this flag don't inflict damage on objects if the damage they would inflict is 0. This prevents pain animation, anger, and spawning of any blood (in Heretic eventually, unfinished as of yet). |-style="background-color: #F5F5F5" |'''TLSTYLESUB''' |16 |Thingtype uses subtractive blending. |-style="background-color: #D9D9D9" |'''TOTALINVISIBLE''' |17 |Thing is "totally" invisible to monsters. For players, this means that monsters will not wake up unless a noise is made. Once enemies are alerted via noise being made, they will aim inaccurately with the same effect as the SHADOW flag. This flag does not imply that the thing displays no sprite, however. Combine with DONTDRAW to accomplish that effect. Note that "AMBUSH" things do not wake up unless they take direct damage, since they also do not hear the player. |-style="background-color: #F5F5F5" |'''DRAWSBLOOD''' |18 |Missile draws blood. |-style="background-color: #D9D9D9" |'''SPACPUSHWALL''' |19 |Objects of this type can trigger push walls. |-style="background-color: #F5F5F5" |'''NOSPECIESINFIGHT''' |20 |Monster won't infight with others of the same species, even if suffering damage. See [[thinggroup]] for related infighting settings. |-style="background-color: #D9D9D9" |'''HARMSPECIESMISSILE''' |21 |Monster will be harmed by projectile attacks coming from the same species. Again, see [[thinggroup]]. |-style="background-color: #F5F5F5" |'''FRIENDFOEMISSILE''' |22 |Friends of this [[thingtype]] may harm (by projectiles) enemies of the same species. By default they are immune. |-style="background-color: #D9D9D9" |'''BLOODLESSIMPACT''' |23 |Prevents Heretic-style projectiles from producing blood when hitting this thing (assuming it sheds blood). |-style="background-color: #F5F5F5" |'''HERETICBOUNCES''' |24 |Thing bounces like the Heretic mace spheres: if it's also a '''MISSILE''' without '''NOCLIP''' and touches the floor, its vertical velocity is reversed, and it's sent to its '''deathstate'''. Actual bouncing behavior will then need to be managed in the [[DeathBallImpact]], [[MaceBallImpact]] and [[MaceBallImpact2]] codepointers (or other user behavior) called during the death state, which may even remove this flag among other things. |-style="background-color: #D9D9D9" |'''MONSTERPASS''' |25 |Thing passes through monster-blocking lines, without being a friend, projectile or a player. |-style="background-color: #F5F5F5" |'''LOWAIMPRIO''' |26 |Low autoaim priority, like friends or Heretic pods. |-style="background-color: #D9D9D9" |'''STICKYCARRY''' |27 |Can carry other things on top of it. In addition, their movement acceleration is impeded while standing on it. You can use this to ride cacodemons. |-style="background-color: #F5F5F5" |'''SETTARGETONDEATH''' |28 |Guarantees that their blame target is set properly upon death. This helps with chain reactions such as Heretic pods, where you can really get a frag for killing a player from a chain reaction. |-style="background-color: #D9D9D9" |'''SLIDEOVERTHINGS''' |29 |If on top of other things, keep sliding without stopping. |-style="background-color: #F5F5F5" |'''UNSTEPPABLE''' |30 |Thing cannot be stepped on like a stair. This is typical with all Heretic solid things. |-style="background-color: #D9D9D9" |'''RANGEEIGHTH''' |31 |Consider range to target as 1/8 of its actual range when determining whether to attack during a [[Chase]] state. Typical due to Strife-specific behaviour. |- !style="background-color: #C5D0E1"| Flag name !style="background-color: #E3EEFF"| Bit number !style="background-color: #C5D0E1"| Description |}
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