Fulltext results:
- episode_syntax
- msday [[version:1.15]] adds support for arbitrary map identifiers, 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 when //warping// to the map. (A cheat for changing the current map according
- map_info_syntax
- 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 [[Text]] definition ID may be speci... o use the associated string value. For example: Name = "HUSTR_E1M1"; ==== Author ==== Author of the map. Displayed e.g., in the console when the map is loaded. ==== Flags ==== ^ Name ^ Description | | d
- material_syntax
- ehavior is ambiguous. ; Bottom/Side/Top map : Name of the light map to use when casting light in that direction. The ... ces quite a large flare!</note> ; Flare map : Name of the flare map (i.e., texture) to use for the halo. For example:<code>Flare map = "myflaremap.png" # loaded from the data/<game>/flaremaps folder</code> Alternatively, Doomsday prov
- light
- e map = "" # New as of 1.9.0-beta6. # Name of the flare map to use OR a built-in flare texture id to use for ... "" Bottom map = "" Side map = "" # Name of the light map to use. The top map is used for ceiling # planes, the bottom map for floors and the side map for walls. # If left blank (the default), the standard round dynligh
- decoration
- large flare. Flare map = "" # Name of the flare map to use OR a built-in flare texture id to use for ... Bottom map = "" Side map = "" # Name of the light map to use. The top map is used for ceiling # planes, the bottom map for floors and the side map for walls. # If left blank (the default), the standard round dynli
- 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... input events will be ignored. ; ''OnKey'' (key-name) (marker) : When a keyboard input event is det... vents are only detected during wait periods. (key-name) must be one of the symbolic key names used by th
- reflection
- ery dark sectors. Shiny map = ""; # Name of the external resource that is used as the shiny map for # this reflection. By default the resource is searched in the # LightMaps resource directory. The shiny map is mapped onto # reflecting surfaces using a mapping that resembles cylindrical # e
- generator_triggers
- e allocated in the definition as all mobjs in the map will share the same generator.</note> ==== Synt... method: Generator { Mobj = "SKULL"; # Named mobj type ID Spawn Age = -1; # No spawn ... //Flat// triggering works a bit differently. The map is periodically checked for any [[plane]]s (floor... ch sector can have up to two generators). ===== Map triggered ===== //Map// triggered generators are
- generator_syntax
- Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = ... inflictor (in the direction of the damage). ==== Map ==== Makes this a [[map triggered generator]]. The generator is spawned only in the specified map (e.g., "E2M3"). The [[#Center]] defines the spawn
- sky
- his is used when referencing sky definitions from Map Info definitions. ==== Flags ==== ^ Name^ Description | | sphere| Draw the sky sphere even when sky... e last is used. ; Flags : Sky layer flags. ^ Name^ Description | | enable| Enable layer. By default... s color zero should be masked. | ; Texture : Name of the [[texture]] to use for this layer. ; Fla
- thing
- = <code> Thing { ID = "" Doomed Number = 0 Name = "" Spawn State = "" See State = "" Pai... will be removed imediately from the gameworld at map start up. The other states series are called by ... weapon. | | nosector| Yes| Yes| Yes| | | noblockmap| Yes| Yes| Yes| | | ambush| Yes| Yes| Yes| | | ... hed that it will fall to the floor as soon as the map starts. | | nogravity| Yes| Yes| Yes| The thing i
- music
- Lump = ""; Ext = ""; File = ""; File Name = ""; CD track = 0; } ==== Id ==== The... track is to be taken from a wad, simply enter its name here. Naturally if you intend to use an external ... his field in the definition. ==== Lump/Ext/File Name ==== There is only need for one of these fields in a definition (they are just alternate names accepted by Doomsday). If you intend to use a mu
- sector_type_syntax
- identifying number (integer) for the sector type. Map editors use the id to refer to this sector type. ... ing for anything presently. ==== Flags ==== ^ Name^ Description | | crush| The sector will crush thi... ]] 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
- generator
- rator, each of which is outlined below: ^ Method Name^ Description | | [[generator_triggers#Damage_trig... s#Flat_triggered|Flat]]| Spawn a generator when a map surface's material changes. | | [[generator_triggers#Map_triggered|Map]]| Spawn a generator when the specified map begins. | | [[generator_triggers#State_trigg
- group
- rst_only: Only animate if the texture used in the map is the first # te... at once. Flat { ID = "" # Name of the Flat lump eg FWATER1 Tics = integ... } Texture { ID = "" # Name of the Texture lump eg SLADRIP1 Tics = i