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>... 0| Smart algorithm which selects a built-in flare map dynamically, according to the attributes of the l
- 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
- 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
- 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 re... # LightMaps resource directory. The shiny map is mapped onto # reflecting surfaces us... # environment mapping. The dimensions of the map must be powers # of two, for example 128 x 64 or 32 x 128. Mask map = ""; # Name of the external resource th
- 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
- 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
- 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 ... 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
- 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