Fulltext results:
- 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... 't use duplicate marker IDs. ; ''GOTO'' (marker-id) : Jumps to the given marker. The marker is sea
- episode
- 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 Map = "E1M9"; } } Map { ID = "E1M3"; Warp Number = 3;
- 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... ntifiers, allowing any name to be assigned to the map data. (The map data is now recognized independently of the id).</note> ; Warp Number : A reference used whe
- map_info_syntax
- r "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... ition of their own. ==== Name ==== Name of the map. Displayed e.g., in the automap and in the console when the map is loaded. A [[Text]] definition ID may be specified instead, to use the associated string value. Fo
- material_syntax
- disk style corona.</code> === Flare texture (deprecated) === Built-in flare map (i.e., texture) ID to use for the halo.
- 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: ... # 3 = BRFLARE. # 4 = BIGFLARE. Top map = "" Bottom map = "" Side map = ""
- map_info
- ====== Map Info (DED) ====== A //Map Info// definition specifies the properties of a map. ==== Core concepts ==== Map Info is a mechanism for defining the metadata and properties of a play
- sector_type_syntax
- identifying number (integer) for the sector type. Map editors use the id to refer to this sector type. Valid IDs are in th... be easily customized in mods. For example, if the ID number **8** is specified, which, is the same as ... ]] is set, otherwise the default friction for the map is used instead. ==== Gravity ==== Gravity in... g]] is set, otherwise the default gravity for the map is used instead. ==== Act tag ==== Activation
- 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 itself). # Eg: # Flare map = "myflaremap.png" (loaded from the data/<game>/flaremaps folder by default). # Flare map = "1" # Built-in flare texture ids: ... # This parameter has been replaced with "Flare map" as of 1.9.0-beta4. Top map = ""
- 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"
- 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
- 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
- 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 definitions. ==== Flags ==== ^ Name^ Des
- 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 ... == (Value = 0x400000) An offset derived from the ID number of the object is added to the current fram... ets a unique yaw angle offset calculated from the ID number of the object. ==== dim ==== (Value = 0x