Thing type flags

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Revision as of 07:57, 14 February 2010 by Printz (talk | contribs) (→‎Flags4)
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Flags

  • 1 SPECIAL

Collectable item (can be picked up).

  • 2 SOLID

Blocks other objects.

  • 4 SHOOTABLE

Can take damage and be targeted.

  • 8 NOSECTOR

Not linked within a sector. Invisible but can be hit. Never appears in the automap, even with the cheat.

  • 16 NOBLOCKMAP

Not linked within a blockmap. Cannot be hit but can hit.

  • 32 AMBUSH

Always with the "ambush" flag, regardless of map thing setting. Will only wake up when encountered.

  • 64 JUSTHIT

Attacks as soon as activated and seeing the target.

  • 128 JUSTATTACKED

Delays a bit before attacking.

  • 256 SPAWNCEILING

Spawns to ceiling instead of floor. Spawn height calculation is done from ceiling.

  • 512 NOGRAVITY

Doesn't fall.

  • 0x400 DROPOFF

Can pass ledges or gaps deeper than 24.

  • 0x800 PICKUP

Picks up items.

  • 0x1000 NOCLIP

Walks through all solids and can't activate walk line specials

  • 0x2000 SLIDE

No effect. Use the SLIDE flag from the third list.

  • 0x4000 FLOAT

Floating monster behavior.

  • 0x8000 TELEPORT

Can go past steps of any height. May need DROPOFF in order for monsters to actually do it.

  • 0x10000 MISSILE

Is a projectile and acts as such (not required for those with BOUNCES). If a shootable object placed on the map, it will be propelled by first shot without stopping, until it hits a wall and dies on contact.

  • 0x20000 DROPPED

Set internally for items dropped on death (such as trooper ammo clips).

  • 0x40000 SHADOW

Set for spectres and such. Fuzz effect and monster accuracy confusion.

  • 0x80000 NOBLOOD

Does not bleed when gun-shot. Spawns normal dust and puff.

  • 0x100000 CORPSE

Slides helplessly over ledges just like the Doom corpses (effect unnoticeable if the "torque" gameplay setting is enabled).

  • 0x200000 INFLOAT

Internal, used for floating monsters' maintenance.

  • 0x400000 COUNTKILL

Count towards kill score (if defeated). Warning: if COUNTKILL is to be disabled, use KILLABLE instead.

  • 0x800000 COUNTITEM

Count towards item score (if picked up).

  • 0x1000000 SKULLFLY

Internal, used for charging monsters' maintenance.

  • 0x2000000 NOTDMATCH

Never placed in deathmatch from a mapthing.

  • 0x4000000 TRANSLATION1

Turn green into grey.

  • 0x8000000 TRANSLATION2

Turn green into brown, or grey into red.

  • 0x10000000 TOUCHY

Dies on touch from different species, unless the participants are a pain elemental and a lost soul.

  • 0x20000000 BOUNCES

Bounces. Subtle different behaviors may be achieved

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.
  • 0x40000000 FRIEND

Friendly monster, of MBF-Eternity variety.

  • 0x80000000 TRANSLUCENT

Boom style translucency.

Flags2

  • 1 LOGRAV

1/3 gravity. Doesn't work if BOUNCES is also set.

  • 2 NOSPLASH

Doesn't produce terrain effects

  • 4 NOSTRAFE

Never uses advanced strafe logic

  • 8 NORESPAWN

Never respawns

  • 16 ALWAYSRESPAWN

Always respawns, regardless of difficulty level

  • 32 REMOVEDEAD

Forces disappearance after its death, and not to be used for player avatars.

  • 64 NOTHRUST

Unaffected by Boom environmental pushers (wind, force points, conveyors, water currents).

  • 128 NOCROSS

Cannot trigger walkover linedefs.

  • 256 JUMPDOWN

As a FRIEND, may jump down ledges to follow players

  • 512 PUSHABLE

Can be pushed, like the Heretic pods.

  • 0x400 MAP07BOSS1

Used for Mancubi, and checked by the BossDeath codepointer, active in MAP07 for tag 666.

  • 0x800 MAP07BOSS2

Used for Arachnotrons, active in MAP07 for tag 667

  • 0x1000 E1M8BOSS

Used for Barons of Hell and Iron Liches, active in E1M8 for tag 666

  • 0x2000 E2M8BOSS

Used for Cyberdemons and Maulotaurs, active in E2M8 for level exit or tag 666 depending on game

  • 0x4000 E3M8BOSS

Used for Spiderdemons and D'sparil, active in E3M8 for level exit or tag 666, depending on game

  • 0x8000 BOSS

Roars loudly and is immune to radius and certain other attacks.

  • 0x10000 E4M6BOSS

Used for Cyberdemons, active in E4M6 and tag 666

  • 0x20000 E4M8BOSS

Used for Spiderdemons and Iron Liches, active in E4M8 and tag 666

  • 0x40000 FOOTCLIP

Allows Heretic-style water feet sinking into water, and view going down if under camera.

  • 0x80000 FLOATBOB

Allows Heretic-style object bobbing.

  • 0x100000 DONTDRAW

Invisible, but unlike NOSECTOR, may appear on automap.

  • 0x200000 SHORTMRANGE

Has a limited missile range, like the Archvile.

  • 0x400000 LONGMELEE

Has a restricted non-missile proximity area, like the Revenant.

  • 0x800000 RANGEHALF

Treats itself as half as far from the target as it is, resulting in slightly higher attack chance.

  • 0x1000000 HIGHERMPROB

Higher attack chance.

  • 0x2000000 CANTLEAVEFLOORPIC

Cannot leave the floor texture from where it's placed. Useful for water monsters.

  • 0x4000000 SPAWNFLOAT

Spawns at random z coordinates within the sector.

  • 0x8000000 INVULNERABLE

Can't be damaged but can be targeted (unlike SHOOTABLE)

  • 0x10000000 DORMANT

Eligible for the mapthing Dormant flag, and script-wise awakening.

  • 0x20000000 SEEKERMISSILE

Eligible for the Tracer, GenTracer, HticTracer and WhirlwindSeek codepointers, and the homing setting for MissileAttack etc.

  • 0x40000000 DEFLECTIVE

Needs to be paired with REFLECTIVE, and sets the object invulnerable and deflecting the projectiles at a wide angle

  • 0x80000000 REFLECTIVE

Reflects projectiles back, but still takes damage

Flags3

  • 1 GHOST

Heretic-style ghost: stealth for the monsters, and passable by THRUGHOST objects

  • 2 THRUGHOST

Passes through GHOST objects ("man-made" projectile in Heretic)

  • 4 NODMGTHRUST

Cannot thrust objects against which this one causes damage.

  • 8 ACTSEESOUND

50% chance to use the sight sound instead of the active sound when mumbling around.

  • 16 LOUDACTIVE

Makes the active sound at full volume.

  • 32 E5M8BOSS

Used for Maulotaurs, active in E5M8 and tag 666.

  • 64 DMGIGNORED

"Feared" by other monsters: they won't fight this one if provoked.

  • 128 BOSSIGNORE

Won't attack other monsters with BOSSIGNORE.

  • 256 SLIDE

Can slide along walls, when pushing on them, like the player and Heretic pods

  • 512 TELESTOMP

Can telefrag.

  • 0x400 WINDTHRUST

Can be pushed by Heretic winds

  • 0x800 FIREDAMAGE

Does fire type damage

  • 0x1000 KILLABLE

Safety flag required to be used when COUNTKILL is not used. Allows the monster to behave normally without counting it towards the kill ratio.

  • 0x2000 DEADFLOAT

Doesn't lose gravity when killed.

  • 0x4000 NOTHRESHOLD

Thing always turns on the latest attacked, like in Quake.

  • 0x8000 FLOORMISSILE

The missile hugs the floor.

  • 0x10000 SUPERITEM

Super powerup: only respawns if a special dmflag is enabled.

  • 0x20000 NOITEMRESP

Never respawns, and unlike DROPPED, won't be crushed by sectors.

  • 0x40000 SUPERFRIEND

Loyal friend, never retaliates on being hit.

  • 0x80000 INVULNCHARGE

Invulnerable when SKULLFLY is set (when charging)

  • 0x100000 EXPLOCOUNT

Missile won't blow up if Counter 1 < Counter 2, instead it will increment Counter 1

  • 0x200000 CANNOTPUSH

Cannot push PUSHABLE objects

  • 0x400000 TLSTYLEADD

Uses additive translucency, can be combined with the alpha property

  • 0x800000 SPACMONSTER

Can activate parameterized line specials with the MONSTER flag

  • 0x1000000 SPACMISSILE

Can activate parameterized line specials with the MISSILE flag

  • 0x2000000 NOFRIENDDMG

Won't take damage from FRIEND objects

  • 0x4000000 3DDECORATION

Used for Doom decoration, which acts dually as a sentient actor blocker and free for projectiles

  • 0x8000000 ALWAYSFAST

Always accelerated in speed and reaction despite the skill level

  • 0x10000000 PASSMOBJ

Fully 3d, if z-clipping is enabled

  • 0x20000000 DONTOVERLAP

Tries to avoid overlapping even if z-clipping is enabled

  • 0x40000000 CYCLEALPHA

Cycles the alpha, depending on the alphavelocity property

  • 0x80000000 RIP

As a missile, goes through damageable objects, dealing them pain repeatably while in them

Flags4

  • 1 AUTOTRANSLATE

Automatically translates the colors of the sprite to current game's closest colors, if they belonged to Doom and are spawned in another game. Needed for a few objects, such as the MBFHelperDog, whose sprites are designed to use the Doom's palette, but are allowed to be spawned in Heretic.

  • 2 NORADIUSDMG

Doesn't take radius damage.

  • 4 FORCERADIUSDMG

Always takes radius damage.

  • 8 LOOKALLAROUND

Sees targets in any direction during Look frames, similar to how they behave when under AMBUSH setting after hearing a shot.

  • 16 NODAMAGE

Takes no damage but may still enter pain frames (unlike the invulnerability behavior).