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. ===== ... 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
- 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
- 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.
- 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
- 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...).
- 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
- 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: # 0 = Texture chosen automatically. #
- 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.
- 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_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
- 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
- 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
- music
- Id = "E1M1"; Lump = "D_E1M1"; } Music { Id = "MAP01"; Ext = "music/songname.mp3"; }