// // EDGE SECTORS.DDF -redefine or add new sector types. // For documentation, see http://edge.sourceforge.net/ // DDF Version 4.6 // #VERSION 1.29 // ---- Damaging ---- [4] // Light Blink And Damage LIGHT_TYPE=STROBE; LIGHT_DARKTIME=15T; LIGHT_BRIGHTTIME=5T; DAMAGE.VAL=20; DAMAGE.DELAY=32T; [16] // Damage Extreme DAMAGE.VAL=20; DAMAGE.DELAY=32T; [5] // Damage Large DAMAGE.VAL=10; DAMAGE.DELAY=32T; [7] // Damage Small DAMAGE.VAL=5; DAMAGE.DELAY=32T; // ---- Lighting ---- [1] // Light Random Off LIGHT_TYPE=FLASH; LIGHT_CHANCE=10%; LIGHT_DARKTIME=8T; LIGHT_BRIGHTTIME=8T; [2] // Light Blink Half Second LIGHT_TYPE=STROBE; LIGHT_DARKTIME=15T; LIGHT_BRIGHTTIME=5T; [8] // Light Glowing LIGHT_TYPE=GLOW; LIGHT_DARKTIME=1T; LIGHT_BRIGHTTIME=1T; [3] // Light Blink 1 Second LIGHT_TYPE=STROBE; LIGHT_DARKTIME=35T; LIGHT_BRIGHTTIME=5T; [12] // Light Sync Half Second LIGHT_TYPE=STROBE; LIGHT_DARKTIME=35T; LIGHT_BRIGHTTIME=5T; LIGHT_SYNC=40T; [13] // Light Sync 1 Second LIGHT_TYPE=STROBE; LIGHT_DARKTIME=15T; LIGHT_BRIGHTTIME=5T; LIGHT_SYNC=20T; // ---- Miscellaneous ---- [9] // Secret SECRET=TRUE; [15] // Friction FRICTION=0.80; [6] // Crush and Raise CRUSH=TRUE; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; [10] // Ceiling Close 30 Sec CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=2; CEILING.WAIT_TIME=30; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=DORCLS; [14] // Ceiling Open 5 Min CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.WAIT_TIME=300; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; // ---- Scrolling ---- [21] // Scroll East Weak FLOOR.SCROLL_ANGLE=0; FLOOR.SCROLL_SPEED=9; PUSH_ANGLE=0; PUSH_SPEED=4; [22] // Scroll East Medium FLOOR.SCROLL_ANGLE=0; FLOOR.SCROLL_SPEED=12; PUSH_ANGLE=0; PUSH_SPEED=6; [23] // Scroll East Strong FLOOR.SCROLL_ANGLE=0; FLOOR.SCROLL_SPEED=18; PUSH_ANGLE=0; PUSH_SPEED=9; [26] // Scroll North Weak FLOOR.SCROLL_ANGLE=90; FLOOR.SCROLL_SPEED=9; PUSH_ANGLE=90; PUSH_SPEED=4; [27] // Scroll North Medium FLOOR.SCROLL_ANGLE=90; FLOOR.SCROLL_SPEED=12; PUSH_ANGLE=90; PUSH_SPEED=6; [28] // Scroll North Strong FLOOR.SCROLL_ANGLE=90; FLOOR.SCROLL_SPEED=18; PUSH_ANGLE=90; PUSH_SPEED=9; [31] // Scroll South Weak FLOOR.SCROLL_ANGLE=270; FLOOR.SCROLL_SPEED=9; PUSH_ANGLE=270; PUSH_SPEED=4; [32] // Scroll South Medium FLOOR.SCROLL_ANGLE=270; FLOOR.SCROLL_SPEED=12; PUSH_ANGLE=270; PUSH_SPEED=6; [33] // Scroll South Strong FLOOR.SCROLL_ANGLE=270; FLOOR.SCROLL_SPEED=18; PUSH_ANGLE=270; PUSH_SPEED=9; [36] // Scroll West Weak FLOOR.SCROLL_ANGLE=180; FLOOR.SCROLL_SPEED=9; PUSH_ANGLE=180; PUSH_SPEED=4; [37] // Scroll West Medium FLOOR.SCROLL_ANGLE=180; FLOOR.SCROLL_SPEED=12; PUSH_ANGLE=180; PUSH_SPEED=6; [38] // Scroll West Strong FLOOR.SCROLL_ANGLE=180; FLOOR.SCROLL_SPEED=18; PUSH_ANGLE=180; PUSH_SPEED=9; // ---- Wind ---- [40] // Wind East Weak -- Unsupported [41] // Wind East Medium -- Unsupported [42] // Wind East Strong -- Unsupported [43] // Wind North Weak -- Unsupported [44] // Wind North Medium -- Unsupported [45] // Wind North Strong -- Unsupported [46] // Wind South Weak -- Unsupported [47] // Wind South Medium -- Unsupported [48] // Wind South Strong -- Unsupported [49] // Wind West Weak -- Unsupported [50] // Wind West Medium -- Unsupported [51] // Wind West Strong -- Unsupported