Fulltext results:
- 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
- infine_script_reference
- (InFine scripts can be played before or after any map); briefings and debriefings if you will. ===== ... = The whole screen is thought to be 320 pixels wide and 200 pixels tall, regardless of the actual di... tions imposed by this order: * Text can't be hidden behind pictures. * Background [[:flat]] can... doom2-plut</code> | | secret| True if the current map was exited through a [[:secret_exit]]. | | netgam
- 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
- 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
- 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 have precedence over those of the ori
- material_syntax
- } Radius = 0.0 Bottom map = "" Side map = "" Top map = "" Halo radius = 0.0 ... 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 namespace (i.e.... e the intended behavior is ambiguous. ; Bottom/Side/Top map : Name of the light map to use when casting light in that direction. The //bottom// map is used for floor planes, the //top// map for ceiling planes and the //side// map for walls. If left blank (the default), th
- 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 itsel... ARE. Top map = "" Bottom map = "" Side map = "" # Name of the light map to use. The to... ap is used for ceiling # planes, the bottom map for floors and the side map for walls. # If left blank (the defaul... tings are only available with BIAS sources Map = mapid|game|pwad/iwad|gamemode eg = "e1m1|doom|iwa
- reflection
- idth is increased # to 2.0, the mask is mapped so that it is as wide as a 128 texel # texture. Mask he
- thing
- s invulnerable. Note that this can be set on individual bad guys in a map editor, so there isn't any need to use this flag ... ill not be attacked by another monster even if accidently hurt by them. But ''mf_justhit'' will still ... " import Game; print 'Toucher:', toucher.id(), 'is touching:', self.id(); self.startSound('impsit'); Game.setMessage('Got it, yes');
- decoration
- Flare map = "" # Name of the flare map to use OR a built-in flare texture id to use for the primary flare (i.e. the halo itsel... Top map = "" Bottom map = "" Side map = "" # Name of the light map to use. The ... is used for ceiling # planes, the bottom map for floors and the side map for walls. # If left blank (the default), the standard round dynlight # texture i
- 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...).
- 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
- 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"
- 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