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>... sday provides a small built-in selection of flare maps, which are specified by their unique ID: ^ ID^ D
- 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 re... # LightMaps resource directory. The shiny map is mapped onto # reflecting surfaces using a mapping that resembles cylindrical # environm
- 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
- 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
- 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
- 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
- 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
- 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