Fulltext results:
- map_info_syntax
- 0 }; Execute = ""; } } ==== ID ==== Map identifier. Could be "ExMy" or "MAPxy" depending on the game. Example: if this map info is meant for the first map of the second episode, the ID is "E2M1". An "*" (asterisk) signifies that this... vity ==== Gravity in the map. ==== Music ==== Identifier of the song to play during this map. Notice that this is the identifier of the Music ... Used in exponential(2) fog mode. ==== Sky ==== Identifier of the [[Sky]] definition to use with this map. If not specified, the sky will be configured usi
- thing
- DED) ====== ===== Syntax ===== <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn S... will be removed imediately from the gameworld at map start up. The other states series are called by ... hed that it will fall to the floor as soon as the map starts. | | nogravity| Yes| Yes| Yes| The thing i... hed that it will fall to the floor as soon as the map starts. | | countkill| Yes| Yes| Yes| This thing
- infine_script_reference
- (InFine scripts can be played before or after any map); briefings and debriefings if you will. ===== ... doom2-plut</code> | | secret| True if the current map was exited through a [[:secret_exit]]. | | netgam... lternative execution path. ; ''MARKER'' (marker-id) : Marks a position in the script that can be j... the ''goto'' command. Don't use duplicate marker IDs. ; ''GOTO'' (marker-id) : Jumps to the given
- flags_reference
- ewangle rotation of halos for this light. ===== Map Info ===== ==== fog ==== (Value = 0x1) Enable fog in the map. ==== sphere ==== (Values = 0x2) Draw the sky ... 00) ==== darkshadow ==== (Value = 0x2000) ==== idskin ==== (Value = 0x4000) ==== noz ==== (Value... 00) ==== litshiny ==== (Value = 0x200000) ==== idframe ==== (Value = 0x400000) An offset derived f
- generator_syntax
- Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = ... ed generator]]. The value must be a defined thing ID (e.g., "PLAYER"). All type triggered generators a... inflictor (in the direction of the damage). ==== Map ==== Makes this a [[map triggered generator]]. The generator is spawned only in the specified map (e.
- generator_triggers
- generators are all spawned in the beginning of a map, but only if the level has a map ID that matches the generator's. Map triggered generators use ''Center'' to define their origin because t... e no object to act as a source. <note>When using map triggered generators you may want to set ''Max ag
- material_syntax
- directly to a world surface (for example, in a [[:map_editor]]), or, when referencing it in other definitions. The IDs are considered //unique// within the defined nam... sday provides a small built-in selection of flare maps, which are specified by their unique ID: ^ ID^ Description | | 0| Smart algorithm which s... disk style corona.</code> === Flare texture (deprecated) === Built-in flare map (i.e., texture) ID to use for the halo.
- sky
- ===== ===== Syntax ===== <Copy> Sky { ID = ""; Flags = flaga | flagb | flagc; ... = 0.0; }; Model { ID = ""; Layer = 0; Frame interv... finition in a file **Copy** has no effect. ==== ID ==== The identifier of this definition. This is used when referencing sky definitions from Map Info
- sector_type_syntax
- 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 h... be easily customized in mods. For example, if the ID number **8** is specified, which, is the same as
- episode
- l associate with a unique identifier. Such "exit" identifiers can be used in an episode definition to redirect play to another map when triggered. There are also other ways in whic... ID = "E1M1"; Warp Number = 1; Exit { ID = "next"; Target Map = "E1M2"; } Exit { ID = "secret"; Target Map = "E1M9"; } } Map { ID = "E1M2"; Warp Number = 2; Exit { ID = "next"; Target Map = "E1M3"; } Exit { ID = "secret"; Target Ma
- map_info
- efining the metadata and properties of a playable map. During the map authoring process, a map is given an identifier. This identifier is used to associate a Map Info definition with the map, thereby separating the metadata from the map data itself (geometry, spawn-spot information, etc...).
- episode_syntax
- Warp Number = 0; Exit { ID = ""; Target Map = ""; } } #... = ""; Warp Number = 0; Exit { ID = ""; Target Map = ""; } } # More Map def... s not matter. ; ID : URI associated with the map data. In id Tech 1 format maps, this is typically either "ExM... msday [[version:1.15]] adds support for arbitrary map identifiers, allowing any name to be assigned to the
- light
- New as of 1.9.0-beta6. # Name of the flare map to use OR a built-in flare texture id to use for the primary flare (i.e. the halo itself). # Eg: # Flare map = "myflaremap.png" (loaded from the data/<game>/flaremaps folder by default). # Flare map = "1" # Built-in flare texture ids: # 0 = Texture chosen automatically. # 1 = De
- group
- rst_only: Only animate if the texture used in the map is the first # te... in this sequence at once. Flat { ID = "" # Name of the Flat lump eg FWATER1 ... qual to 35 Tics. } Texture { ID = "" # Name of the Texture lump eg SLADRIP1... lat ==== Group { Flags = smooth Flat { ID = "FWATER1" Tics = 8 } Flat { ID = "FWATER2"
- material
- aterial is an abstract concept which replaces the id Tech 1 mechanism of directly attributing [[texture]] resources to map surfaces. Please see the [[material]] documentati... non-animated texture layer: Material { Id = "Textures:MyMaterial"; Height = 128; Wi