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sector_type_syntax [2017-03-19 20:02] skyjakeded:sector_type_syntax [2017-03-19 20:03] (current) – ↷ Links adapted because of a move operation skyjake
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 +<code>
 +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
 +}
 +</code>
 +
 +
 +==== 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
 +
 +<note>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.</note>
 +
 +
 +==== 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 [[#Flags|friction flag]] is set, otherwise the default friction for the map is used instead.
 +
 +
 +==== Gravity ====
 +
 +
 +Gravity inside the sector. Only used if the [[#Flags|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 [[:sector_type#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 [[:sector_type#Chains]]
 +
 +
 +==== Ceiling chain flags ====
 +
 +
 +See [[:sector_type#Behavior_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 [[:sector_type#Chains]]
 +
 +
 +==== Floor chain flags ====
 +
 +
 +See [[:sector_type#Behavior_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 [[:sector_type#Chains]]
 +
 +
 +==== Inside chain flags ====
 +
 +
 +See [[:sector_type#Behavior_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 [[:sector_type#Chains]]
 +
 +
 +==== Ticker chain flags ====
 +
 +
 +See [[:sector_type#Behavior_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 [[:sector_type#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 [[:sector_type#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 [[:sector_type#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 [[:sector_type#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 [[:sector_type#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 [[:sector_type#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 [[#Flags|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 [[#Flags|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 [[#Flags|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