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Racing game.
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Blog Archives.
Misc Text Files.
maps/dmfaq66a.txt
maps/dmfaq66b.txt
maps/dmfaq66c.txt
maps/dmfaq66d.txt
maps/doom1-08.txt
maps/Q2m1.txt
maps/Q2m2.txt
maps/Qm1.txt
maps/Qm2.txt
maps/blood.txt
maps/boomdeh.txt
maps/boomref.txt
Misc American Images.
September 11.
My .cshrc file. ~/.cshrc.
My .bashrc file. ~/.bashrc.
My .zshrc file. ~/.zshrc.
My Blackbox style file.
chernobyl.
Downloads.
These files are uuencoded because the tripod.com setup does not allow you to
download files like *.bz2 and *.zip files. Since these are GNU/Linux files, I
am encoding the files this way so they can be easily downloaded and uudecoded
simply. It is best to create a new folder to save the files into so when you
uudecode them you can easily find the files that are created.
My sysinfo program.
sys.txt. Download this into a new directory & type uudecode
sys.txt to undecode. This will give you sys.tar.bz2, then type
tar -jxvf sys.tar.bz2.
Or here:http://one.
fsphost.com/goten/sysinfo.kdevelop-1.0.tar.bz2.
Target
Puzzle Solver. Solves the smh.com.au Sydney
Morning Herald Target puzzle. Download this and type uudecode
target.txt. This gives you target.c. Program written by Rod Johnson
, November 6, 1995. I have hacked on this program to make it better and
easier to use for a CGI script.
Configuration files.
My fvwm config file. This gives a Windows/Fvwm95 look with some very nice
Window Decorations and a good color scheme. But without the ugly Windows
wallpaper. That really does not look good.
~/.fvwm/.fvwm2rc.
Also needs this optional perl script in your $PATH.
~/bin/fvwm-desktop.
My .emacs file. ~/.emacs.
|
Zdoom ACS Code. & Misc Zdoom Info.
DCK 3.62 Zdoom Support.
This is a page I decided to create that will showcase various Zdoom Action
Code Script code to help those who are starting out with ACS or "Action Code
Script", scripting and want some sample code to help them out.
Sample Zdoom ACS code from my new project The Punisher. This code
shows how my coding skills have improved since I made Tei Tenga Refinery. This
code uses while() loops to work more simply. It is very efficient in operation
and very fast.
#include "zcommon.acs"
int mapvar0;
int j;
script 1 OPEN
{
setlineblocking(67, BLOCK_EVERYTHING);
TranslucentLine (67, 60);
Sector_SetColor (37, 128, 0, 0);
Sector_SetColor (7, 192, 0, 0);
Sector_SetDamage (const:7, 32, MOD_LAVA);
Sector_SetFloorScale (7, 1, 2, 1, 2);
Sector_SetFloorScale (32, 1, 2, 1, 2);
Sector_SetCeilingScale (37, 1, 2, 1, 2);
Sector_SetDamage (const:37, 32, MOD_LAVA);
Light_glow (const:37, 172, 128, 128);
print(s:"\cHWelcome to the Punisher!.");
delay (const:64);
print (s:"\cHHave a good time.");
if(mapvar0 == 0)
{
until(thingcount(T_BARON, 0) == 0) /* Unless all barons are dead. */
{
delay(const:1);
}
}
delay(random(const:8, 32));
print (s: "You have killed all of the Barons.");
Sector_SetCeilingScale (37, 3, 1, 3, 1);
TranslucentLine (67, 0);
setlineblocking(67, BLOCK_NOTHING);
delay(const:64);
print(s:"\cH4 Megaspheres will shortly be available.");
Ceiling_RaiseByValue (37, 16, 128);
delay(const:64);
ACS_Execute (const:2, 0, 0, 0, 0);
delay(const: 16);
ACS_Execute (const:3, 0, 0, 0, 0);
}
script 2 (void)
{
while (j < 20) {
delay (const:16);
Light_raiseByvalue (const:1, 1);
j++;
} /* Raising lighting levels. */
delay (const:16);
print (s:"\cHYour way has been lit.");
delay (const:4);
Ceiling_LowerByValue (1, 1, 48);
}
script 3 (void)
{
delay (const:64);
Sector_SetColor (7, 192, 128, 128);
delay (const:16);
Ceiling_CrushAndRaise (37,48,80);
}
This code is from my current project, "Tei Tenga Refinery." This code shows
how to count the number of Barons in the level and react accordingly if the
count reaches zero. This way is much better than say, giving the monsters tids
and hoping that that will trigger something. As you can see, the script lowers a
platform, then raises it after a short while. This can be used for a secret as I
have done here.
#include "zcommon.acs"
int mapvar0;
// ################### Tei Tenga Refinery. ####################
// ################### ################### ####################
script 1 OPEN
{
if(mapvar0 == 0)
{
until(thingcount(T_BARON, 0) == 0)
{
delay(const:1);
}
delay(random(const:8, 32));
print (s: "You hear the distant sound of machinery.");
Plat_DownWaitUpStay (10,2,96);
}
}
This code below is from my previous level "Computer Station." This code will
open a door after a 70 gametics and also spawns some Shotguys to give the
opportunity for some more gibbage.
script 5 (void)
{
print (s:"red key room unlocked");
ambientsound("Talk", 127);
delay (const:70);
Door_Raise (const:19, 64, 512); // Opening the door.
delay (const:32);
Thing_Spawn (18, T_SHOTGUY, 0);
delay (const:64);
Thing_spawn (18, T_DEMON, 0);
delay (const:64);
Floor_LowerToLowest (const:31, 8);
}
Here is the complete source code for my latest project, the afforementioned
"Tei Tenga Refinery."
This gives you more of an idea of what I am planning with this project. I am
using the thingcount() function to count monsters which makes it easier to work
with groups of monsters. The TeleportOther() function is also very useful for
moving demons from one place to another easily so they can be fighting in one
area and they can be suddenly teleported to another location.
#include "zcommon.acs"
int mapvar0;
int i;
/*
################### Tei Tenga Refinery. ####################
################### ################### ####################
*/
/*
A single map for Zdoom v2.0.63A. Take out the demons and save the base, and try
not to
become another body on the floor. The marine guards are battling in the base and
are ordered
to take out all opposition, including you. Be on your guard and keep your wits
about you.
*/
script 1 OPEN
{
if(mapvar0 == 0)
{
until(thingcount(T_BARON, 0) == 0)
{
delay(const:1);
}
delay(random(const:8, 32));
print (s: "You hear the distant sound of machinery.");
Plat_DownWaitUpStay (10,2,96);
}
}
script 2 OPEN
{
TranslucentLine (2, 70);
setlineblocking(2, BLOCK_EVERYTHING);
TranslucentLine (67, 65);
setlineblocking(67, BLOCK_EVERYTHING);
Polyobj_RotateLeft(2, 8, 255);
Sector_SetColor (70, 255, 0, 0);
Sector_SetDamage (const:11, 1, 23);
Sector_SetDamage (const:78, 1, 23);
Sector_SetDamage (const:18, 1, 23);
Light_glow (const:70, 200, 156, 64);
Sector_SetColor (15, 0, 0, 255);
Sector_SetColor (29, 0, 0, 255);
Sector_SetCeilingScale (92, 2, 3, 2, 3);
Scroll_Ceiling (92, 4, 15, 0);
Thing_SetGoal (6, 5, 2);
Thing_SetGoal (16, 12, 1);
Thing_Activate(const:13);
Light_glow (const:23, 172, 128, 64);
ACS_Execute (const:14, 0, 0, 0, 0);
while (i < 8) {
delay (const:16);
Light_raiseByvalue (const:37, 6);
j++;
}
}
script 3 (void)
{
delay (const: 550);
Door_Open (19, 64);
}
script 5 (void)
{
Floor_LowerByValue (14, 24 ,48);
Ceiling_RaiseByValue (14, 24, 64);
}
script 6 (void)
{
delay(const:32);
Ceiling_CrushAndRaise (14, 50, 80);
}
script 7 (void)
{
print(s:"\cHThis is the view of the Nukage pit.");
ambientsound("Talk", 127);
ACS_Execute (const:11, 0, 0, 0, 0);
}
script 8 (void)
{
ChangeCamera(4,1,1);
print(s:"\cHThis is the view of the Computer Room.");
ambientsound("Talk", 127);
}
script 9 (void)
{
ChangeCamera(1, 1, 0);
print(s:"\cHleaving the Tei Tenga Refinery.");
ambientsound("Talk", 127);
delay (const:104);
ChangeCamera(4, 1, 0);
print(s:"\cHYou have killed the demons and saved the base.");
ambientsound("Talk", 127);
delay (const:104);
ChangeCamera(7, 1, 0);
print(s:"\cHNow you can return victorious.");
ambientsound("Talk", 127);
delay (const:104);
Teleport_NewMap(const: 2, 0);
}
script 10 (void)
{
TranslucentLine (67, 0);
setlineblocking(67, BLOCK_NOTHING);
TeleportOther (32, 35, 1);
until(thingcount(0, 32) == 0) {
delay(const:1);
}
TeleportOther (36, 37, 1);
}
/*
This script activates the moving camera on the rectangular path.
*/
script 11 (void)
{
SetPlayerProperty (0, 1, PROP_FROZEN);
Thing_Activate(1);
ChangeCamera(1, 0, 0);
delay(const: 550);
Thing_Deactivate(1);
ChangeCamera(0, 0, 0);
SetPlayerProperty (0, 0, PROP_FROZEN);
}
script 12 (void)
{
Floor_LowerByValue(41, 16, 64);
delay(const: 256);
Floor_RaiseByValue(41, 16, 128);
}
script 13 (void)
{
Floor_LowerByValue (24, 16, 120);
delay(const: 128);
Floor_RaiseByValue (24, 16, 120);
}
/*
This script sets up some major behind the scenes battles...
The layout of the carnage will be random as a result.
*/
script 14 (void)
// The script below sets up the Scripted Marines.
{
delay(const: 64);
print(s:"\cDThere is a battle raging in the storage areas.");
Thing_Hate (18, 20);
Thing_Hate (21, 23);
delay(const: 256);
TeleportOther (18, 25, 0);
delay(const: 64);
TeleportOther (21, 25, 0);
Thing_Hate (18, 26);
Thing_Hate (21, 26);
delay(const: 128);
Thing_Hate (27, 18);
delay(const: 64);
Thing_SetGoal (27, 28, 1);
delay(const: 128);
Thing_Hate (27, 18);
Thing_Hate (27, 21);
Thing_Hate (18, 27);
// A major battle...
delay (const: 128);
Thing_Hate (33, 34);
Thing_Hate (34, 33);
Door_Open (8, 32);
Thing_Hate (34, 21);
delay(const: 1024);
Door_Close (8, 32);
Thing_Hate (38, 21);
Thing_Hate (38, 18);
delay (const: 128);
Thing_Hate (38, 33);
}
script 15 (void)
{
Door_Close (19, 64);
delay (const: 256);
Thing_Spawn (68, T_DEMON, 0);
delay (const: 550);
Door_Open (19, 64);
ACS_Execute (const:10, 0, 0, 0, 0);
}
script 16 (void)
{
TranslucentLine (2, 0);
setlineblocking(2, BLOCK_NOTHING);
delay (const: 64);
print(s:"\cDYou have disabled the forcefield windows...");
}
Useful links for more information.
More information on ACS can be gathered at the DoomWorld forums. http://www.doomworld.com In the Doom
Editing section. Also there is a very good page by Tarin, http://twicerisen.ath.cx/rn/
articles.php this page has a good article on Zdoom ACS scripting and
discusses useful applications of the language.
Also, this page for the ZanZan TC. http://www.doomworld.com/
zanzan/main.shtml This TC would be a good demonstration of the
applications of the ACS language.
DCK 3.62 Zdoom Config.
This is still work in progress, but I am putting full Zdoom support into DCK
3.62. This is using the Hexen configuration obviously and just about everything
is working even the Zdoom Polyobject Items. I am using this config for my latest
project, so I am taking every precaution to make it work. It will take a while
to put in all of the items and specials though.
# *****************************************************************************
# DCK Zdoom game definition file.
# *****************************************************************************
# Don't change the next line.
# I mean that.
# Don't change it for the love of all that is unholy.
GAMEDATA
# You had better not have changed it...
[General]
Name; Zdoom 2.0.63A
# Make sure the following line is correct
# You should create the following dir then
# Use Zwadconv to convert your IWAD to the
# Zdoom Format.
Directory; C:\doom2
IWAD; HEXEN.WAD
# It's not a good idea to change the next line
Tag; MAP'2
New Map; MAP01
# The line below is no longer applicable...
#Run;
# This line sets the proper Doom2 palette.
Palette; DCK.PAL
Nodes; zennode /n3q /rz $FULL $MAP /o $FULL
LargeData; 1
[Texture Files]
# This is a list of .WAD files to search for textures. The IWAD is
# automatically used, so if you don't have any others .. don't put anything
# here!
# A thing with the name of "Color" is not actually inserted into the thing
# list, but sets all following thing colors to the color specified.
# Please note that the following colors are valid ONLY:
# Blue Green Cyan Red Magenta Brown Grey DarkGrey
# LightBlue LightGreen LightCyan LightRed LightMagenta Yellow White
[Things: Player Starts]
Color; Green
Player 1 Start; 1; INRED1
Player 2 Start; 2; INRED2
Player 3 Start; 3; INRED3
Player 4 Start; 4; INRED4
Player 5 Start; 9100; INRED5
Player 6 Start; 9101; INRED6
Player 7 Start; 9102; INRED7
Player 8 Start; 9103; INRED8
Color; LightGreen
Deathmatch Start; 11;
Teleport Landing; 14; TELEA0
[Things: Zdoom Items]
Color; Green
Boom Point Pusher; 5001; BFE2B0
Boom Point Puller; 5002; BFE2B0
Map Spot; 9001; BFE2B0
Map Spot Gravity; 9013; BFE2B0
Path Node; 9024; BFE2B0
Camera; 9025; BFE2B0
Aiming Camera; 9073; BFE2B0
Interpolation Point; 9070; BFE2B0
Interpolation Special; 9075; BFE2B0
Path Follower; 9071; BFE2B0
Moving Camera; 9072; BFE2B0
Actor Mover; 9074; BFE2B0
SkyBox Viewpoint; 9080; BFE2B0
SkyBox Viewpoint; 9081; BFE2B0
Sector Silencer; 9082; BFE2B0
Sparks; 9026; BFE2B0
Red Fountain; 9027; BFE2B0
Green Fountain; 9028; BFE2B0
Blue Fountain; 9029; BFE2B0
Yellow Fountain; 9030; BFE2B0
Purple Fountain; 9031; BFE2B0
Black Fountain; 9032; BFE2B0
Teleport Z; 9044; BFE2B0
Water Zone; 9045; BFE2B0
Secret Trigger; 9046; BFE2B0
Slope Floor to here; 9500; CEYEA0
Slope Ceiling to here; 9501; CEYEA0
Set Floor slope; 9502; CEYEA0
Set Ceiling Slope; 9503; CEYEA0
Copy Floor Plane; 9510; CEYEA0
Copy Ceiling Plane; 9511; CEYEA0
[Things: Enemies]
Color; Red
Former Human Trooper; 3004; POSSA1
Former Human Sergeant; 9; SPOSA1
Heavy Weapons Dude; 65; CPOSF1
Imp; 3001; TROOB1
Demon; 3002; SARGA1
Spectre (invisible Demon); 58; SARGA2
Lost Soul; 3006; SKULA1
SS Soldier; 84; SSWVD1
Color; LightRed
Baron of Hell; 3003; BOSSE1
Cacodemon; 3005; HEADA1
Spider Boss; 7; SPIDH1
Cyberdemon; 16; CYBRF1
Revenant; 66; SKELJ1
Hell Knight; 69; BOS2F1
Mancubus; 67; FATTA1
Arachnotron; 68; BSPIH1
Arch-Vile; 64; VILEG8
Pain Elemental; 71; PAINF1
Icon Thrower; 89; BOSFC0
Icon Landing; 87; BFE2B0
[Things: Sound Seqs.]
Ambient Sound; 14065; SKULA1
Any Sound Seq; 1411; SKULA1
Sound Seq 0; 1400; SKULA1
Sound Seq 1; 1401; SKULA1
Sound Seq 2; 1402; SKULA1
Sound Seq 3; 1403; SKULA1
Sound Seq 4; 1404; SKULA1
Sound Seq 5; 1405; SKULA1
Sound Seq 6; 1406; SKULA1
Sound Seq 7; 1407; SKULA1
Sound Seq 8; 1408; SKULA1
Sound Seq 9; 1409; SKULA1
[Things: Zdoom Enemies.]
Color; Red
Stealth Arachnotron; 9050; BSPIH1
Stealth Archvile; 9051; VILEG8
Stealth Baron; 9052; BOSSE1
Steath Caco; 9053; HEADA1
Stealth ChainGuy; 9054; CPOSF1
Stealth Pig; 9055; SARGA1
Stealth Knight; 9056; BOS2F1
Stealth Imp; 9057; TROOB1
Stealth Mancubus; 9058; FATTA1
Stealth Revenant; 9059; SKELJ1
Stealth Sarge; 9060; SPOSA1
Stealth Zombie; 9061; POSSA1
[Things: Scripted Marines.]
Marine w Nothing; 9100; INRED1
Marine w Fist; 9101; INRED1
Marine w Berserk; 9102; INRED1
Marine w Chainsaw; 9103; INRED1
Marine w Pistol; 9104; INRED1
Marine w Shotgun; 9105; INRED1
Marine w Super Shotgun; 9106; INRED1
Marine w Chaingun; 9107; INRED1
Marine w Rocket Launcher; 9108; INRED1
Marine w Plasma Rifle; 9109; INRED1
Marine w Railgun; 91010; INRED1
Marine w BFG 9000; 9111; INRED1
[Things: Sector Actions]
Eyes Go Above Fake Floor; 9992; BFE2B0
Eyes Go Below Fake Floor; 9993; BFE2B0
Actor Enters Sector; 9998; BFE2B0
Actor Leaves Sector; 9997; BFE2B0
Actor Hits Ceiling; 9996; BFE2B0
Actor Hits Floor; 9999; BFE2B0
Actor hits fake floor; 9989; BFE2B0
Player uses wall; 9994; BFE2B0
Player uses sector; 9995; BFE2B0
Eyes go below fake ceiling; 9983; BFE2B0
Eyes go above fake ceiling; 9982; BFE2B0
[Things: Keys]
Color; Magenta
Blue Key Card; 5; BKEYA0
Yellow Key Card; 6; YKEYA0
Red Key Card; 13; RKEYA0
Blue Skull Key; 40; BSKUA0
Yellow Skull Key; 39; YSKUA0
Red Skull Key; 38; RSKUA0
[Things: Health and Armor]
Color; White
Medkit (+25); 2012; MEDIA0
Stimpak (+10); 2011; STIMA0
Security Armor (100); 2018; ARM1A0
Combat Armor (200); 2019; ARM2A0
Radiation Suit; 2025; SUITA0
[Things: Items]
Color; LightMagenta
Spiritual Armor (+1); 2015; BON2C0
Health Potion (+1); 2014; BON1A0
Soul Sphere; 2013; SOULA0
Computer Map; 2026; PMAPA0
Blur Artifact; 2024; PINSA0
Berserk Pack; 2023; PSTRA0
Invulnerable Artifact; 2022; PINVA0
Lite-Amp Goggles; 2045; PVISA0
Megasphere; 83; MEGAC0
[Things: Weapons]
Color; Blue
Shotgun; 2001; SHOTA0
Chainsaw; 2005; CSAWA0
Chaingun; 2002; MGUNA0
Color; LightBlue
Super Shotgun; 82; SGN2A0
Rocket Launcher; 2003; LAUNA0
Plasma Gun; 2004; PLASA0
BFG9000; 2006; BFUGA0
[Things: Ammo]
Color; Grey
Bullet Clip; 2007; CLIPA0
Box of Bullets; 2048; AMMOA0
4 Shells; 2008; SHELA0
Box of Shells; 2049; SBOXA0
1 Rocket; 2010; ROCKA0
Box of Rockets; 2046; BROKA0
Energy Cell (20); 2047; CELLA0
Energy Pack (100); 17; CELPA0
Backpack; 8; BPAKA0
[Things: Pillars, Barrels, Lights]
Color; Yellow
Barrel; 2035; BEXPA0
Color; Brown
Blazing Barrel; 70; FCANA0
Technical Column; 48; ELECA0
Tall Green Pillar; 30; COL1A0
Tall Red Pillar; 32; COL3A0
Short Green Pillar; 31; COL2A0
Short Red Pillar; 33; COL4A0
Pillar w/Heart; 36; COL5A0
Red Pillar w/Skull; 37; COL6A0
Beacon Lamp; 2028; COLUA0
Candle; 34; CANDA0
Candelabra; 35; CBRAA0
Tall Blue Torch; 44; TBLUA0
Tall Green Torch; 45; TGRNA0
Tall Red Torch; 46; TREDA0
Short Blue Torch; 55; SMBTA0
Short Green Torch; 56; SMGTA0
Short Red Torch; 57; SMRTA0
Future Lamp; 85; TLMPA0
Small Future Lamp; 86; TLP2A0
[Things: Trees, Shrubs]
Color; Brown
Grey Tree; 43; TRE1A0
Brown Stub; 47; SMITA0
Tall Brown Tree; 54; TRE2A0
[Things: Dead Dudes and Roadkill]
Color; Brown
Dead Player (Green); 15; PLAYN0
Dead Trooper; 18; POSSL0
Dead Sergeant; 19; SPOSL0
Dead Imp; 20; TROOM0
Dead Demon; 21; SARGN0
Dead Cacodemon; 22; HEADL0
Guts and Bones; 10; PLAYW0
Guts and Bones; 12; PLAYW0
Pool of Blood; 24; POL5A0
Small blood-splat; 80; POB2A0
Small pool o' brainz; 81; BRS1A0
Small splat-skin; 79; POB1A0
[Things: Impaled Dudes, Hell Decor]
Color; Brown
Pole with Skull; 27; POL4A0
Skewer with Heads; 28; POL2A0
Pile of Skulls; 29; POL3A0
Impaled body; 25; POL1A0
Twitching Impaled Body; 26; POL6A0
Gold Flaming Skulls; 42; FSKUA0
Eye-in-green-thing; 41; CEYEA0
John Romero's Head; 88; BBRNA0
[Things: Hangin' Dudes]
Color; Brown
Swaying Body; 49; GOR1A0
Hanging, Arms Out; 50; GOR2A0
One-legged Body; 51; GOR3A0
Hanging Torso; 52; GOR4A0
Hanging Leg; 53; GOR5A0
Torso w/o Innards; 73; HDB1A0
Torso w/One Leg; 74; HDB2A0
Upper Torso; 75; HDB3A0
Upper Torso and Spine; 76; HDB4A0
Upper Torso, Head Up; 77; HDB5A0
De-Brained Torso; 78; HDB6A0
Swaying Body; 63; GOR1A0
Hanging, Arms Out; 59; GOR2A0
One-legged Body; 61; GOR3A0
Hanging Torso; 60; GOR4A0
Hanging Leg; 62; GOR5A0
Commander Keen; 72; KEENA0
[Actions: Normal]
No Action; 0; ; ; ; ;
[Actions: Doors]
Door_Close; 10; tag; speed; ; ;
Door_Open; 11; tag; speed; ; ;
Door_Raise; 12; tag; speed; delay; ;
Door_LockedRaise; 13; tag; speed; delay; $key;
[Actions: Platforms (elevators.)]
Plat_PerpetualRaise; 60; tag; speed; delay; ;
Plat_Stop; 61; tag; ; ; ;
Plat_DownWaitUpStay; 62; tag; speed; delay; ;
Plat_DownByValue; 63; tag; speed; delay; height;
Plat_UpWaitDownStay; 64; tag; speed; delay; ;
Plat_UpByValue; 65; tag; speed; delay; height;
[Actions: Scripts]
ACS_Execute; 80; script; map; s_arg1; s_arg2; s_arg3
ACS_Suspend; 81; script; map; ; ;
ACS_Terminate; 82; script; map; ; ;
ACS_LockedExecute; 83; script; map; s_arg1; s_arg2; $key
[Actions: Floors]
Floor_LowerByValue; 20; tag; speed; height; ;
Floor_LowerToLowest; 21; tag; speed; ; ;
Floor_LowerToNearest; 22; tag; speed; ; ;
Floor_RaiseByValue; 23; tag; speed; height; ;
Floor_RaiseToHighest; 24; tag; speed; ; ;
Floor_RaiseToNearest; 25; tag; speed; ; ;
Floor_RaiseAndCrush; 28; tag; speed; damage; ;
Floor_RaiseByValueTimes8; 35; tag; speed; height; ;
Floor_LowerByValueTimes8; 36; tag; speed; height; ;
Floor_CrushStop; 46; tag; ; ; ;
Floor_LowerInstant; 66; tag; ; height; ;
Floor_RaiseInstant; 67; tag; ; height; ;
Floor_MoveToValueTimes8; 68; tag; speed; height; negative;
Sector_SetDamage; 214; tag; amount, mod; ;
[Actions: Ceilings]
Ceiling_LowerByValue; 40; tag; speed; height; ;
Ceiling_RaiseByValue; 41; tag; speed; height; ;
Ceiling_CrushAndRaise; 42; tag; speed; damage; ;
Ceiling_LowerAndCrush; 43; tag; speed; damage; ;
Ceiling_CrushStop; 44; tag; ; ; ;
Ceiling_CrushRaiseAndStay; 45; tag; speed; damage; ;
Ceiling_MoveToValueTimes8; 69; tag; speed; height; negative;
[Actions: Floors & Ceilings]
FloorAndCeiling_LowerByValue; 95; tag; speed; height; ;
FloorAndCeiling_RaiseByValue; 96; tag; speed; height; ;
[Actions: PolyObjects]
Polyobj_StartLine; 1; PolyID; mirror; $sound; ;
Polyobj_RotateLeft; 2; PolyID; speed; $angle; ;
Polyobj_RotateRight; 3; PolyID; speed; $angle; ;
Polyobj_Move; 4; PolyID; speed; $angle; distance;
Polyobj_ExplicitLine; 5; PolyID; order; mirror; $sound;
Polyobj_MoveTimes8; 6; PolyID; speed; $angle; distance;
Polyobj_DoorSwing; 7; PolyID; speed; $angle; delay;
Polyobj_DoorSlide; 8; PolyID; speed; $angle; distance; delay
Polyobj_OR_RotateLeft; 90; PolyID; speed; $angle; ;
Polyobj_OR_RotateRight; 91; PolyID; speed; $angle; ;
Polyobj_OR_Move; 92; PolyID; speed; $angle; distance;
Polyobj_OR_MoveTimes8; 93; PolyID; speed; $angle; distance;
[Actions: Pillars & Stairs]
Pillar_Build; 29; tag; speed; height; ;
Pillar_Open; 30; tag; speed; f_height; c_height;
Pillar_BuildAndCrush; 94; tag; speed; height; damage;
Stairs_BuildDown; 26; tag; speed; height; delay; reset
Stairs_BuildUp; 27; tag; speed; height; delay; reset
Stairs_BuildDownSync; 31; tag; speed; height; reset;
Stairs_BuildUpSync; 32; tag; speed; height; reset;
[Actions: Lights]
Light_RaiseByValue; 110; tag; value; ; ;
Light_LowerByValue; 111; tag; value; ; ;
Light_ChangeToValue; 112; tag; value; ; ;
Light_Fade; 113; tag; value; tics; ;
Light_Glow; 114; tag; upper; lower; tics;
Light_Flicker; 115; tag; upper; lower; ;
Light_Strobe; 116; tag; upper; lower; u-tics; l-tics
[Actions: Zdoom Specific]
Line_SetIdentification; 121; LineID; ; ; ;
TranslucentLine; 208; LineID; amount; ; ;
Exit_Normal; 243; position; ; ; ;
Exit_Secret; 244; position; ; ; ;
Scroll_Texture_Left; 100; speed; ; ; ;
Scroll_Texture_Right; 101; speed; ; ; ;
Scroll_Texture_Up; 102; speed; ; ; ;
Scroll_Texture_Down; 103; speed; ; ; ;
UsePuzzleItem; 129; $pzlitem; script; s_arg1; s_arg2; s_arg3
Sector_ChangeSound; 140; tag; $sound; ; ;
Earthquake; 120; intensity; duration; damrad; tremrad; tid
Transfer_Heights; 209; tag; when; ; ;
Transfer_FloorLight; 210; tag; ; ; ;
Transfer_CeilLight; 211; tag; ; ; ;
Line_Horizon; 9;
Line_Mirror; 182;
Plane_Align; 181; f_slope; c_slope ; ;
ExtraFloor_LightOnly; 50; ; ; ;
Floor_CrushStop; 46; ; ; ;
Floor_LowerByVal; 20; ; ; ;
Floor_LowerByVal*8; 36; ; ; ;
Floor_LowerInstant; 66; ; ; ;
Floor_LowerToHighest; 242; ; ; ;
Floor_LowerToLowest; 21; ; ; ;
Floor_LowerToNearest; 22; ; ; ;
Floor_RaiseByVal; 23; ; ; ;
Floor_RaiseByVal*8; 35; ; ; ;
Floor_RaiseInstant; 67; ; ; ;
Floor_RaiseToHighest; 24; ; ; ;
Floor_RaiseToLowCeil; 238; ; ; ;
Floor_RaiseToNearest; 25; ; ; ;
Floor_RaiseAndCrush; 28; ; ; ;
Floor_LowerToLowTxTy; 241; ; ; ;
Floor_RaiseByValTxTy; 239; ; ; ;
Floor_RaiseByTexture; 240; ; ; ;
Floor_MoveToVal*8; 68; ; ; ;
[Actions: Teleporters]
Teleport_NewMap; 74; map; position; ; ;
Teleport_EndGame; 75; ; ; ; ;
Teleport; 70; tid; ; ; ;
Teleport_NoFog; 71; tid; ; ; ;
[Actions: Items]
ThrustItem; 72; $angle; distance; ; ;
DamageItem; 73; damage; ; ; ;
Item_Activate; 130; tid; ; ; ;
Item_Deactivate; 131; tid; ; ; ;
Item_Remove; 132; tid; ; ; ;
Item_Destroy; 133; tid; ; ; ;
Item_Projectile; 134; tid; $spwntype; $angle; speed; vspeed
Item_ProjectileGravity; 136; tid; $spwntype; $angle; speed; vspeed
Item_Spawn; 135; tid; $spwntype; $angle; ;
Item_SpawnNoFog; 137; tid; $spwntype; $angle; ;
[Sectors]
Normal; 0
Sky 2; 200
Light Phased; 1
Light Sequence Start; 2
Light Sequence Special 1; 3
Light Sequence Special 2; 4
Lightning Indoor Dim; 199
Lightning Indoor Bright; 198
Stairs Special 1; 26
Stairs Special 2; 27
Scroll North Slow; 201
Scroll North Medium; 202
Scroll North Fast; 203
Scroll East Slow; 204
Scroll East Medium; 205
Scroll East Fast; 206
Scroll South Slow; 207
Scroll South Medium; 208
Scroll South Fast; 209
Scroll West Slow; 210
Scroll West Medium; 211
Scroll West Fast; 212
Scroll Northwest Slow; 213
Scroll Northwest Medium; 214
Scroll Northwest Fast; 215
Scroll Northeast Slow; 216
Scroll Northeast Medium; 217
Scroll Northeast Fast; 218
Scroll Southwest Slow; 222
Scroll Southwest Medium; 223
Scroll Southwest Fast; 224
Scroll Southeast Slow; 219
Scroll Southeast Medium; 220
Scroll Southeast Fast; 221
[Angles]
North; 90
South; 270
East; 0
West; 180
Northeast; 45
Northwest; 135
Southeast; 315
Southwest; 225
[Popup: Sound]
Sound 1; 1
Sound 2; 2
Sound 3; 3
Sound 4; 4
Sound 5; 5
Sound 6; 6
Sound 7; 7
Sound 8; 8
Sound 9; 9
[Popup: Key]
Blue Key Card; 2;
Yellow Key Card; 3;
Red Key Card; 1;
Blue Skull Key; 5;
Yellow Skull Key; 6;
Red Skull Key; 4;
Any Key; 100;
All Keys; 101;
#[Popup: Pzlitem]
#ZZ_Skull; 0
[Popup: Spwntype]
None; 0
Shotguy ; 1
Chainguy; 2
HellBaron; 3
ZombieGuy; 4
Imp Guy; 5
Arachnotron; 6
SpiderMastermind; 7
PigDemon; 8
SpectrePig; 9
ImpFireBall; 10
Ammo Clip; 11
4 Shells; 12
CacoDemon; 19
Revenant; 20
Bridge Item; 21
Armour Bonus; 22
Stimpack; 23
MediKit; 24
SoulSphere; 25
ShotGun; 27
ChainGun; 28
RocketLauncher; 29
Plasma Gun; 30
BigFuckingGun; 31
ChainSaw; 32
Super Shotgun; 33
Plasma Bolt; 51
Tracer; 53
Green Armour; 68
Blue Armour; 69
Energy Cell; 75
Blue Key Card; 85
Red Key Card; 86
Yellow Key Card; 87
Yellow Skull Key; 88
Red Skull Key; 89
Blue Skull Key; 90
Large Temple Flame; 98
Stealth Baron; 100
Stealth Knight; 101
Stealth Zombie; 102
Stealth Shotguy; 103
Lost Soul; 110
Archvile; 111
Mancubus; 112
HellKnight; 113
CyberDemon; 114
Pain Elemental; 115
Wolf SS Troop; 116
Stealth Arachnotron; 117
Stealth ChainGuy; 120
Stealth Sargeant; 121
Stealth Imp; 122
Stealth Mancubus; 123
Stealth Revenant; 124
Nukage Barrel; 125
Mancubus Shot; 126
Rocket; 127
BFG Shot; 128
Arachnotron Plasma; 129
Blood; 130
Puff; 131
Megasphere; 132
Invulnerability; 133
Berserk Pack; 134
Invisibility; 135
iron Feet; 136;
Computer Map; 137
Light Amp; 138
Box Of Bullets; 139
Rocket Ammo; 140
Rocket Ammo Box; 141
Battery; 142;
Box Of Shells; 143
Back Pack; 144
Guts; 145
Blood Pool 0; 146
Blood Pool 1; 147
Blood Pool 2; 148
Flaming Barrel; 149
Brains; 150
[Popup: Angle]
North; 64
South; 192
East; 0
West; 128
Northeast; 32
Northwest; 96
Southeast; 224
Southwest; 160
[Actions with TID]
70
71
130
131
132
133
134
135
136
137
[Thing Args]
1; startspot; ; ; ;
2; startspot; ; ; ;
3; startspot; ; ; ;
4; startspot; ; ; ;
10225; spwnfreq; spread; ; duration; turn
10000; fogspeed; spread; spwnfreq; foglife;
10001; fogspeed; ; ; foglife; moving
10002; fogspeed; ; ; foglife; moving
10003; fogspeed; ; ; foglife; moving
104; $spwntype; ; ; ;
105; $spwntype; ; ; ;
106; $spwntype; ; ; ;
[Thing Info]
# Thing information: Type; Radius; Height; AngleClash
# AngleClash: 0 = No angle/clash, 1 = angle, 2 = clash, 3 = angle/clash
# Nonspecified things have radius of 20 and height of 16, and don't draw
# angles or clash.
# enemies
10030; 25; 68; 3
10011; 20; 68; 3
10060; 20; 68; 3
10080; 40; 110; 3
10200; 65; 115; 3
114; 22; 65; 3
115; 20; 64; 3
107; 20; 64; 3
254; 20; 65; 3
34; 20; 55; 3
8020; 22; 75; 3
8080; 32; 64; 3
121; 32; 70; 3
120; 32; 70; 3
31; 32; 64; 3
10100; 16; 64; 3
10101; 16; 64; 3
10102; 16; 64; 3
# players, dm, teleport
1; 20; 56; 3
2; 20; 56; 3
3; 20; 56; 3
4; 20; 56; 3
9100; 20; 56; 3
9101; 20; 56; 3
9102; 20; 56; 3
9103; 20; 56; 3
14; 20; 56; 3
11; 20; 56; 3
# other things
10090; 20; 128; 0
10091; 20; 128; 2
103; 12; 54; 2
104; 10; 32; 2
105; 10; 25; 2
106; 15; 25; 2
108; 11; 95; 2
109; 10; 100; 2
110; 15; 35; 0
116; 10; 64; 2
117; 10; 64; 2
118; 32; 2; 2
122; 8; 8; 0
124; 8; 8; 0
17; 20; 60; 0
24; 10; 96; 2
25; 15; 128; 2
26; 10; 150; 2
27; 10; 120; 2
28; 12; 20; 2
29; 12; 20; 2
48; 8; 138; 2
49; 8; 48; 2
5; 10; 62; 2
50; 6; 40; 2
51; 8; 36; 2
52; 8; 66; 0
56; 6; 50; 0
57; 8; 40; 0
58; 20; 20; 0
59; 20; 24; 0
60; 8; 52; 0
61; 10; 92; 2
63; 10; 46; 2
64; 10; 46; 2
65; 10; 46; 2
66; 10; 52; 2
67; 10; 52; 2
68; 8; 46; 2
69; 8; 46; 2
71; 6; 75; 0
72; 14; 108; 2
73; 14; 108; 2
74; 14; 62; 2
76; 14; 62; 2
77; 8; 120; 2
78; 15; 180; 2
79; 15; 180; 2
80; 22; 100; 2
8004; 8; 8; 0
8030; 8; 20; 0
8031; 8; 20; 0
8032; 8; 20; 0
8033; 8; 20; 0
8034; 8; 20; 0
8035; 8; 20; 0
8036; 8; 20; 0
8037; 8; 20; 0
8038; 8; 20; 0
8039; 8; 20; 0
8042; 20; 80; 2
8043; 20; 80; 2
8044; 14; 108; 2
8045; 14; 108; 2
8046; 14; 108; 2
8047; 14; 108; 2
8048; 14; 108; 2
8049; 14; 62; 2
8050; 14; 62; 2
8051; 14; 62; 2
8052; 14; 62; 2
8060; 5; 10; 0
8061; 6; 35; 2
8062; 15; 180; 2
8063; 20; 60; 0
8064; 16; 72; 2
8065; 56; 120; 2
8067; 12; 60; 2
8068; 11; 130; 2
8069; 12; 26; 2
8070; 12; 26; 2
8071; 4; 32; 0
8072; 4; 64; 0
8073; 4; 32; 0
8074; 4; 32; 0
8075; 4; 32; 0
8076; 4; 32; 0
8077; 4; 32; 0
8100; 15; 32; 2
8101; 8; 24; 2
8102; 16; 40; 2
8103; 8; 72; 2
8104; 6; 20; 2
8200; 8; 20; 0
87; 22; 100; 2
88; 20; 25; 2
89; 8; 66; 0
90; 5; 50; 0
9011; 10; 62; 0
9012; 10; 40; 0
91; 4; 32; 0
92; 4; 8; 0
93; 8; 66; 2
94; 5; 50; 2
95; 4; 32; 2
97; 17; 72; 0
98; 15; 50; 0
99; 20; 40; 0
99; 20; 40; 0
9001; 10; 10; 0
9013; 10; 10; 2
[Actions with Tag]
# a list of all the actions whose arg0 parameter is a sector tag
10
11
12
13
60
61
62
63
64
65
20
21
22
23
24
25
28
35
36
46
66
67
68
40
41
42
43
44
45
69
95
96
29
30
94
26
27
31
32
110
111
112
113
114
115
116
140
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