====== Texture animation group (DED) ====== //Group// definitions can be used to define texture animations such as the animated water in [[games:Doom]]. Alternatively they can also be used to tell the engine to cache all the textures of a group at the same time (e.g., switch textures) if they are likely to be needed quickly. ===== Limitations ===== One Group definition can only include Flat blocks or Texture blocks only. ===== Syntax ===== Group { Flags = flaga | flagb | flagc etc... # smooth: Interpolate/blend texture transitions. # # first_only: Only animate if the texture used in the map is the first # texture defined in this sequence. # # precache: Cache all textures in this sequence at once. Flat { ID = "" # Name of the Flat lump eg FWATER1 Tics = integer # How many tics to wait before moving onto the next Flat in the group # One second is equal to 35 Tics. Random = integer # How many additional randomized tics to wait before moving onto the # next Flat in the group # One second is equal to 35 Tics. } Texture { ID = "" # Name of the Texture lump eg SLADRIP1 Tics = integer # How many tics to wait before moving onto the next Texture in the group # One second is equal to 35 Tics. Random = integer # How many additional randomized tics to wait before moving onto the # next Flat in the group # One second is equal to 35 Tics. } } ===== Examples ===== ==== Animated Flat ==== Group { Flags = smooth Flat { ID = "FWATER1" Tics = 8 } Flat { ID = "FWATER2" Tics = 8 } Flat { ID = "FWATER3" Tics = 8 } Flat { ID = "FWATER4" Tics = 8 } } ==== Animated Texture ==== Group { Flags = smooth Texture { ID = "BLODGR1" Tics = 8 } Texture { ID = "BLODGR2" Tics = 8 } Texture { ID = "BLODGR3" Tics = 8 } Texture { ID = "BLODGR4" Tics = 8 } }