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ded:sector_type_syntax
Sector Type {
  ID = 0
  Comment = ""
  Flags = flag1 | flag2
  Friction = 0.0
  Gravity = 0.0
  Act tag = 0

  Ambient sound = ""
  Ambient min interval = 0.0
  Ambient max interval = 0.0

  Wind angle = 0.0
  Wind speed = 0.0
  Vertical wind = 0.0

  Ceiling texmove angle = 0.0
  Ceiling texmove speed = 0.0
  Floor texmove angle = 0.0
  Floor texmove speed = 0.0

  Ceiling chain = 0
  Ceiling chain flags = flag1 | flag2
  Ceiling chain start time = 0.0
  Ceiling chain end time = 0.0
  Ceiling chain min interval = 0.0
  Ceiling chain max interval = 0.0
  Ceiling chain count = 0
  Floor chain = 0
  Floor chain flags = flag1 | flag2
  Floor chain start time = 0.0
  Floor chain end time = 0.0
  Floor chain min interval = 0.0
  Floor chain max interval = 0.0
  Floor chain count = 0
  Inside chain = 0
  Inside chain flags = flag1 | flag2
  Inside chain start time = 0.0
  Inside chain end time = 0.0
  Inside chain min interval = 0.0
  Inside chain max interval = 0.0
  Inside chain count = 0
  Ticker chain = 0
  Ticker chain flags = flag1 | flag2
  Ticker chain start time = 0.0
  Ticker chain end time = 0.0
  Ticker chain min interval = 0.0
  Ticker chain max interval = 0.0
  Ticker chain count = 0

  Ceiling fn = ""
  Ceiling fn scale = 0.0
  Ceiling fn offset = 0.0
  Ceiling fn min tics = 0
  Ceiling fn max tics = 0
  Floor fn = ""
  Floor fn scale = 0.0
  Floor fn offset = 0.0
  Floor fn min tics = 0
  Floor fn max tics = 0
}

ID

A unique identifying number (integer) for the sector type. Map editors use the id to refer to this sector type. Valid IDs are in the range 1…65535

User-defined sector types have precedence over those of the original game, allowing their functionality to be easily customized in mods. For example, if the ID number 8 is specified, which, is the same as Doom's “Light Glows” sector type, then this sector type will be used instead.

Comment

Intended for a textual description of what the sector type does and used as a development aid for mod authors. Doomsday itself does not use this string for anything presently.

Flags

Name Description
crush The sector will crush things that don't fit inside it after moving a plane with Functions.
friction The custom friction set with Friction is used inside the sector.
gravity The custom gravity set with Gravity is used inside the sector.
tagtexmove Texture movement angle for both the ceiling and floor planes is determined by finding the first line that belongs to the sector and has the line tag number specified with Act tag. Textures will scroll in the direction of the line.
ceilingwind Wind only affects mobjs that are touching the ceiling.
floorwind Wind only affects mobjs that are touching the floor.
tagwind Wind direction is determined by finding the first line that belongs to the sector and has the line tag number specified with Act tag. Wind will blow in the direction of the line.
windany Wind affects all mobjs inside the sector.
windmissile Wind affects all mobjs with the MF_MISSILE flag inside the sector.
windmonster Wind affects all mobjs with the MF_COUNTKILL flag inside the sector.
windother Wind affects all non-player mobjs inside the sector.
windplayer Wind affects all player mobjs inside the sector.

Friction

Friction inside the sector. Only used if the friction flag is set, otherwise the default friction for the map is used instead.

Gravity

Gravity inside the sector. Only used if the gravity flag is set, otherwise the default gravity for the map is used instead.

Act tag

Activation tag number for the sector type. Several types can have the same activation tag. This number can be used in sector references (with for instance lsref_act_tagged). All signed 32-bit integer values are accepted.

Ambient sound

ID of the sound to be played in sectors with this type. See Ambient_sounds

Ambient min interval

Minimum interval in playing the ambient sound of the sector, in seconds.

Ambient max interval

Maximum interval in playing the ambient sound of the sector, in seconds.

Ceiling chain

ID number of an XG line_type. See Chains

Ceiling chain flags

Ceiling chain start time

Number of seconds measured from the beginning of the level to the moment when the chain begins operating.

Ceiling chain end time

Number of seconds measured from the beginning of the level to the moment when the chain stops operating. If this is equal to or less than zero, the chain will continue operating indefinitely.

Ceiling chain min interval

Minimum interval, in seconds, between two consecutive chain events. The real interval is a random number between the minimum and maximum intervals.

Ceiling chain max interval

Maximum interval, in seconds, between two consecutive chain events.

Ceiling chain count

Number of times the chain can be processed successfully. When the chain counter becomes zero, the chain will stop operating. Negative values mean the chain counter is disabled and it will continue to work until the chain end time passes.

Floor chain

ID number of an XG line_type. See Chains

Floor chain flags

Floor chain start time

Number of seconds measured from the beginning of the level to the moment when the chain begins operating.

Floor chain end time

Number of seconds measured from the beginning of the level to the moment when the chain stops operating. If this is equal to or less than zero, the chain will continue operating indefinitely.

Floor chain min interval

Minimum interval, in seconds, between two consecutive chain events. The real interval is a random number between the minimum and maximum intervals.

Floor chain max interval

Maximum interval, in seconds, between two consecutive chain events.

Floor chain count

Number of times the chain can be processed successfully. When the chain counter becomes zero, the chain will stop operating. Negative values mean the chain counter is disabled and it will continue to work until the chain end time passes.

Inside chain

ID number of an XG line_type. See Chains

Inside chain flags

Inside chain start time

Number of seconds measured from the beginning of the level to the moment when the chain begins operating.

Inside chain end time

Number of seconds measured from the beginning of the level to the moment when the chain stops operating. If this is equal to or less than zero, the chain will continue operating indefinitely.

Inside chain min interval

Minimum interval, in seconds, between two consecutive chain events. The real interval is a random number between the minimum and maximum intervals.

Inside chain max interval

Maximum interval, in seconds, between two consecutive chain events.

Inside chain count

Number of times the chain can be processed successfully. When the chain counter becomes zero, the chain will stop operating. Negative values mean the chain counter is disabled and it will continue to work until the chain end time passes.

Ticker chain

ID number of an XG line_type. See Chains

Ticker chain flags

Ticker chain start time

Number of seconds measured from the beginning of the level to the moment when the chain begins operating.

Ticker chain end time

Number of seconds measured from the beginning of the level to the moment when the chain stops operating. If this is equal to or less than zero, the chain will continue operating indefinitely.

Ticker chain min interval

Minimum interval, in seconds, between two consecutive chain events. The real interval is a random number between the minimum and maximum intervals.

Ticker chain max interval

Maximum interval, in seconds, between two consecutive chain events.

Ticker chain count

Number of times the chain can be processed successfully. When the chain counter becomes zero, the chain will stop operating. Negative values mean the chain counter is disabled and it will continue to work until the chain end time passes.

Light fn

The function expression string. See Ambient_light_functions

Light fn min tics

Minimum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Light fn max tics

Maximum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Red fn

The function expression string. See Ambient_light_functions

Red fn min tics

Minimum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Red fn max tics

Maximum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Green fn

The function expression string. See Ambient_light_functions

Green fn min tics

Minimum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Green fn max tics

Maximum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Blue fn

The function expression string. See Ambient_light_functions

Blue fn min tics

Minimum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Blue fn max tics

Maximum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Ceiling fn

The function expression string. See Plane_height_functions

Ceiling fn offset

This number will be added to the value of the function. This is a fixed offset unlike the dynamic offset that can be set with the function expression string.

Ceiling fn scale

The value of the function (usually between 0 and 1) will be multiplied with this factor.

Ceiling fn min tics

Minimum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Ceiling fn max tics

Minimum/maximum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Floor fn

The function expression string. See Plane_height_functions

Floor fn offset

This number will be added to the value of the function. This is a fixed offset unlike the dynamic offset that can be set with the function expression string.

Floor fn scale

The value of the function (usually between 0 and 1) will be multiplied with this factor.

Floor fn min tics

Minimum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Floor fn max tics

Maximum number of tics between evaluation steps. The real number of tics is a random number between the minimum and maximum tics.

Floor texmove angle

Direction for floor texture scrolling in degrees. This is not used if the tagtexmove flag is set.

Floor texmove speed

Speed of floor texture scrolling as map units per game tic (35 Hz). The speed of 2 would scroll the texture 70 units per second.

Ceiling texmove angle

Direction for ceiling texture scrolling in degrees. This is not used if the tagtexmove flag is set.

Ceiling texmove speed

Speed of ceiling texture scrolling as map units per game tic (35 Hz). The speed of 2 would scroll the texture 70 units per second.

Wind angle

Direction of wind inside the sector in degrees. This is not used if the tagwind flag is set.

Wind speed

Horizontal wind speed. The unit for wind speed is units/tic2 (see Wind).

Vertical wind

Vertical wind speed. Positive speed lifts things upward, negative one pushes them down. The unit for wind speed is units/tic2 (see Wind).

ded/sector_type_syntax.txt · Last modified: 2017-03-19 20:03 by skyjake