Fulltext results:
- infine_script_reference
- [:hexen]], where songs are identified by their [[:lump_name]]s.) The song is played in looped mode. ; ''Mu... st to use descriptive IDs like "back". The (image-lump) is the name of a lump that contains a 320x200 [[:raw_image]].... age directly into a [[:wad]] file and specify its lump name; the ''Image'' command accepts [[:pcx]] images as... pic-id) is a text string of your choosing. (patch-lump) is the name of the lump that contains the patch image. ; ''
- sound
- ]]). See [[#Sample References]] ==== Lump ==== Name of a sound [[lump]]. Used to locate the sample from a [[guide:WAD]]... ] ==== File ==== Alias of [[#Ext]] ==== File Name ==== Alias of [[#Ext]] ==== Flags ==== ^ Fla... ]] ===== Examples ===== # (Basic) Using a lump sample. Sound { Id = "pistol"; Lump = "DSPISTOL"; } # (Intermediate) Using a native fi
- map_info_syntax
- Map Info { ID = ""; Name = ""; Author = ""; Flags = flag1 | flag2; Gravity = 1.... that don't have a definition of their own. ==== Name ==== Name of the map. Displayed e.g., in the automap and in the console when the map is loaded. A [[T... o use the associated string value. For example: Name = "HUSTR_E1M1"; ==== Author ==== Author of the
- music
- need to have this field in the definition. ==== Lump/Ext/File Name ==== There is only need for one of these fields ... cepted by Doomsday). If you intend to use a music lump from a wad, you don't need to have any of these f... Examples ===== Music { Id = "E1M1"; Lump = "D_E1M1"; } Music { Id = "MAP01"
- detail
- n alias of Texture = "". Lump = "" # Lump name of the detail texture (e.g. "DTLROUGH"). This mus... white image). This means the size of # the lump can be either 4096, 16384 or 65536 bytes.
- group
- at once. Flat { ID = "" # Name of the Flat lump eg FWATER1 Tics = integer # How ma... } Texture { ID = "" # Name of the Texture lump eg SLADRIP1 Tics = integer # How m
- sprite
- ntax ===== Sprite { ID = ""; # Name of the sprite. Must be four characters long. Sprite # frame lump names always begin with a sprite ID. }