/*************************************************************\ Doom Builder Game Configuration for Doom 2 \*************************************************************/ // This is required to prevent accedential use of a different configuration type = "Doom Builder Game Configuration"; // This is the title to show for this game game = "Vavoom for Doom 2"; // Map format determines the way the map will be loaded mapformat = 2; // No generalized types generalizedlinedefs = 0; generalizedsectors = 0; // Thing number for start position in 3D Mode start3dmode = 32000; // Load textures/flats by default from this file texturesfile = ""; // Default lump name for new map defaultlumpname = ""; // Default flags for first new thing defaulthingflags = 7; //1 + 2 + 4 /* TEXTURES AND FLAT SOURCES This tells Doom Builder where to find the information for textures and flats in the IWAD file, Addition WAD file and Map WAD file. Start and end lumps must be given in a structure (of which the key name doesnt matter) and any textures or flats in between them are loaded in either the textures category or flats category. For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default. */ // Texture sources textures { } // Flat sources flats { standard1 { start = "F_START"; end = "F_END"; } standard2 { start = "FF_START"; end = "FF_END"; } standard3 { start = "FF_START"; end = "F_END"; } standard4 { start = "F_START"; end = "FF_END"; } } /* TEXTURES AND FLATS FILTERING This allows you to filter textures and flats so that you only see the textures/flats listed that you prefer to use. The key name doesnt matter here, only the values. You can use the following wildcards in values to specify ranges: ? = Any character * = Zero or more characters # = Any numeric digit [abc...] = Any of these characters that are between brackets [!abc..] = Not any of these characters that are between brackets */ // List these textures... texturesfilter { all_textures = "*"; } // But do not list these textures... notexturesfilter { none = ""; } // List these flats... flatsfilter { all_flats = "*"; } // But do not list these flats... noflatsfilter { none = ""; } /* GAME DETECT PATTERN Used to guess the game for which a WAD file is made. 1 = One of these lumps must exist 2 = None of these lumps must exist 3 = All of these lumps must exist */ gamedetect { EXTENDED = 2; BEHAVIOR = 3; E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2; E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2; E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2; E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2; MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1; MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1; MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1; MAP31 = 1; MAP32 = 1; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2; MAP41 = 2; } /* MAP LUMP NAMES Map lumps are loaded with the map as long as they are right after each other. When the editor meets a lump which is not defined in this list (or defined as 0) it will stop loading right there. The order of items defines the order in which lumps will be written to WAD file on save. The value (flags) of items determines what the editor should do with it. You should never mess with value 4, because it may result in incorrect map builds. 1 = Map lump required 2 = Map lump which must be respected 4 = Lump generated by node builder 8 = Lump allowed to be empty after nodebuilding 4096 = Map lump which can be edited as Text 8192 = Map lump which can be edited as ACS 12288 = Map lump which can be edited as DEHACKED 16384 = Map lump which can be edited as FraggleScript */ maplumpnames { THINGS = 13; LINEDEFS = 5; SIDEDEFS = 5; VERTEXES = 5; SEGS = 4; SSECTORS = 4; NODES = 4; SECTORS = 5; REJECT = 4; BLOCKMAP = 4; BEHAVIOR = 8193; SCRIPTS = 2; } // DEFAULT SECTOR BRIGHTNESS LEVELS sectorbrightness { 255; 240; 224; 208; 192; 176; 160; 144; 128; 112; 96; 80; 64; 48; 32; 16; 0; } // SECTOR TYPES sectortypes { 0 = "Normal"; 1 = "Light Phased"; 2 = "Light Sequence Start"; 3 = "Light Sequence Special 1"; 4 = "Light Sequence Special 2"; 26 = "Stairs Special 1"; 27 = "Stairs Special 2"; 40 = "Wind East (weak)"; 41 = "Wind East (medium)"; 42 = "Wind East (strong)"; 43 = "Wind North (weak)"; 44 = "Wind North (medium)"; 45 = "Wind North (strong)"; 46 = "Wind South (weak)"; 47 = "Wind South (medium)"; 48 = "Wind South (strong)"; 49 = "Wind West (weak)"; 50 = "Wind West (medium)"; 51 = "Wind West (strong)"; 65 = "Light Flicker"; 66 = "Light Strobe Fast"; 67 = "Light Strobe Slow"; 68 = "Light Strobe Hurt"; 69 = "Damage Hellslime"; 70 = "Damage Sludge"; 71 = "Damage Nukage"; 72 = "Light Glow"; 74 = "Sector Door Close (30 sec)"; 75 = "Damage End Level"; 76 = "Light StrobeSlowSync"; 77 = "Light StrobeFastSync"; 78 = "Sector Door Raise (5 min)"; 79 = "Friction"; 80 = "Damage Super Hellslime"; 81 = "Light Fire Flicker"; 82 = "Damage Lava Wimpy"; 83 = "Damage Lava Hefty"; 84 = "Damage Lava Hefty, Scroll East"; 105 = "Hazardous Area"; 115 = "Instant Death"; 116 = "Super Hazardous Area"; 118 = "Current Force, tag=dir&magnitude"; 197 = "Light Outdoor"; 198 = "Light Indoor 2"; 199 = "Light Indoor 1"; 200 = "Sky 2 (MAPINFO)"; 201 = "Scroll North (slow)"; 202 = "Scroll North (medium)"; 203 = "Scroll North (fast)"; 204 = "Scroll East (slow)"; 205 = "Scroll East (medium)"; 206 = "Scroll East (fast)"; 207 = "Scroll South (slow)"; 208 = "Scroll South (medium)"; 209 = "Scroll South (fast)"; 210 = "Scroll West (slow)"; 211 = "Scroll West (medium)"; 212 = "Scroll West (fast)"; 213 = "Scroll NorthWest (slow)"; 214 = "Scroll NorthWest (medium)"; 215 = "Scroll NorthWest (fast)"; 216 = "Scroll NorthEast (slow)"; 217 = "Scroll NorthEast (medium)"; 218 = "Scroll NorthEast (fast)"; 219 = "Scroll SouthEast (slow)"; 220 = "Scroll SouthEast (medium)"; 221 = "Scroll SouthEast (fast)"; 222 = "Scroll SouthWest (slow)"; 223 = "Scroll SouthWest (medium)"; 224 = "Scroll SouthWest (fast)"; 225 = "Scroll east (very slow)"; 226 = "Scroll east (slow)"; 227 = "Scroll east (normal)"; 228 = "Scroll east (fast)"; 229 = "Scroll east (very fast)"; 230 = "Scroll north (very slow)"; 231 = "Scroll north (slow)"; 232 = "Scroll north (normal)"; 233 = "Scroll north (fast)"; 234 = "Scroll north (very fast)"; 235 = "Scroll south (very slow)"; 236 = "Scroll south (slow)"; 237 = "Scroll south (normal)"; 238 = "Scroll south (fast)"; 239 = "Scroll south (very fast)"; 240 = "Scroll west (very slow)"; 241 = "Scroll west (slow)"; 242 = "Scroll west (normal)"; 243 = "Scroll west (fast)"; 244 = "Scroll west (very fast)"; 1024 = "Secret"; } // LINEDEF FLAGS linedefflags { 1 = "Impassible"; 2 = "Block Monster"; 4 = "Double Sided"; 8 = "Upper Unpegged"; 16 = "Lower Unpegged"; 32 = "Secret"; 64 = "Block Sound"; 128 = "Hidden"; 256 = "Shown"; 512 = "Repeatable Effect"; 8192 = "Monster Activates"; 32768 = "Block Everything"; } // LINEDEF ACTIVATIONS linedefactivations { 0 = "Player walks over"; 1024 = "Player presses Use"; 2048 = "Monster walks over"; 3072 = "Projectile hits"; 4096 = "Player bumps"; 5120 = "Projectile flies over"; } // LINEDEF TYPES // [type] [category] [description] // i know this should be done the same way as the things types, // but hey, are you willing to reformat the linedef types for each config? linedeftypes { 0 = " Normal"; 1 { title = "H Polyobj Start Line"; arg1 = "Polyobj Number"; arg2 = "Mirror Polyobj Number"; arg3 = "Sound Number"; } 2 { title = "H Polyobj Rotate Left"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Target Angle"; } 3 { title = "H Polyobj Rotate Right"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Target Angle"; } 4 { title = "H Polyobj Move"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Movement Angle"; arg4 = "Movement Length"; } 5 { title = "H Polyobj Explicit Line"; arg1 = "Polyobj Number"; arg2 = "Rendering order"; arg3 = "Mirror Polyobj Number"; arg4 = "Sound Number"; } 6 { title = "H Polyobj Move (8px)"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Movement Angle"; arg4 = "Movement Length (8px)"; } 7 { title = "H Polyobj Door Swing"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Movement Angle"; arg4 = "Delay"; } 8 { title = "H Polyobj Door Slide"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Movement Angle"; arg4 = "Movement Length"; arg5 = "Delay"; } 10 { title = "H Door Close"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Light Tag"; mark1 = 1; mark3 = 1; } 11 { title = "H Door Open"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Light Tag"; mark1 = 1; mark3 = 1; } 12 { title = "H Door Raise"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Close Delay"; arg4 = "Light Tag"; mark1 = 1; mark4 = 1; } 13 { title = "H Door Locked Raise"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Close Delay"; arg4 = "Key Number"; arg5 = "Light Tag"; mark1 = 1; mark5 = 1; } 21 { title = "H Floor Lower to Lowest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 22 { title = "H Floor Lower to Nearest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 23 { title = "H Floor Raise"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 24 { title = "H Floor Raise to Highest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 25 { title = "H Floor Raise to Nearest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 26 { title = "H Stairs Build Down"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Step Amount"; arg4 = "Build Step Delay"; arg5 = "Reset Delay"; mark1 = 1; } 27 { title = "H Stairs Build Up"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Step Amount"; arg4 = "Build Step Delay"; arg5 = "Reset Delay"; mark1 = 1; } 28 { title = "H Floor Crusher Start"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Crush Damage"; mark1 = 1; } 29 { title = "H Pillar Build"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 30 { title = "H Pillar Open"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Floor Movement Amount"; arg4 = "Ceiling Movement Amount"; mark1 = 1; } 31 { title = "H Stairs Build Down (sync)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Step Amount"; arg4 = "Reset Delay"; mark1 = 1; } 32 { title = "H Stairs Build Up (sync)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Step Amount"; arg4 = "Reset Delay"; mark1 = 1; } 33 { title = "H Force field"; } 34 { title = "H Clear force field"; arg1 = "Tag"; mark1 = 1; } 35 { title = "H Floor Raise (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount (8px)"; mark1 = 1; } 36 { title = "H Floor Lower (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount (8px)"; mark1 = 1; } 38 { title = "H Ceiling Waggle"; arg1 = "Sector Tag"; arg2 = "Amplitude"; arg3 = "Frequency"; arg4 = "Phase Offset"; arg5 = "Duration"; mark1 = 1; } 39 { title = "H Teleport zombie changer"; arg1 = "Target MapSpot Tag"; arg2 = "Target Sector Tag"; arg3 = "No source fog"; mark1 = 2; mark2 = 1; } 40 { title = "H Ceiling Lower"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 41 { title = "H Ceiling Raise"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 42 { title = "H Ceiling Crusher Start"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Crush Damage"; mark1 = 1; } 43 { title = "H Ceiling Crush Once"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Crush Damage"; mark1 = 1; } 44 { title = "H Ceiling Crusher Stop"; arg1 = "Sector Tag"; mark1 = 1; } 45 { title = "H Ceiling Crush Once and Open"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Crush Damage"; mark1 = 1; } 46 { title = "H Floor Crusher Stop"; arg1 = "Sector Tag"; mark1 = 1; } 60 { title = "H Platform Perpetual Move"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; mark1 = 1; } 61 { title = "H Platform Stop"; arg1 = "Sector Tag"; mark1 = 1; } 62 { title = "H Platform Lower Wait Raise"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; mark1 = 1; } 63 { title = "H Platform Lower (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; arg4 = "Movement Amount (8px)"; mark1 = 1; } 64 { title = "H Platform Raise Wait Lower"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; mark1 = 1; } 65 { title = "H Platform Raise (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; arg4 = "Movement Amount (8px)"; mark1 = 1; } 66 { title = "H Floor Lower Instantly (8px)"; arg1 = "Sector Tag"; arg3 = "Target Height (8px)"; mark1 = 1; } 67 { title = "H Floor Raise Instantly (8px)"; arg1 = "Sector Tag"; arg3 = "Target Height (8px)"; mark1 = 1; } 68 { title = "H Floor Move (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Target Height (8px)"; arg4 = "Negative Height"; mark1 = 1; } 69 { title = "H Ceiling Move (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount (8px)"; arg4 = "Negative Height"; mark1 = 1; } 70 { title = "H Teleport"; arg1 = "Target MapSpot Tag"; arg2 = "Target Sector Tag"; arg3 = "No source fog"; mark1 = 2; mark2 = 1; } 71 { title = "H Teleport (silent)"; arg1 = "Target MapSpot Tag"; arg2 = "Use Orientation of MapSpot"; arg3 = "Target Sector Tag"; mark1 = 2; mark3 = 1; } 72 { title = "H Thing Thrust"; arg1 = "Thrust Angle"; arg2 = "Thrust Distance"; } 73 { title = "H Thing Damage"; arg1 = "Damage Amount"; } 74 { title = "H Teleport To Map"; arg1 = "Map Number"; arg2 = "Position"; arg3 = "Save direction"; } 75 { title = "H End Game"; } 76 { title = "H Teleport Other"; arg1 = "Thing ID"; arg2 = "Target Thing ID"; arg3 = "Fog"; mark1 = 2; mark2 = 2; } 77 { title = "H Teleport Group"; arg1 = "Group Thing ID"; arg2 = "Source Thing ID"; arg3 = "Target Thing ID"; arg4 = "Move source"; arg5 = "Fog"; mark1 = 2; mark2 = 2; mark3 = 2; } 78 { title = "H Teleport in sector"; arg1 = "Sector Tag"; arg2 = "Source Thing ID"; arg3 = "Target Thing ID"; arg4 = "bFog"; arg5 = "Group Thing ID"; mark1 = 1; mark2 = 2; mark3 = 2; mark5 = 2; } 80 { title = "H Script Execute"; arg1 = "Script Number"; arg2 = "Map Number"; arg3 = "Script Argument 1"; arg4 = "Script Argument 2"; arg5 = "Script Argument 3"; } 81 { title = "H Script Suspend"; arg1 = "Script Number"; arg2 = "Map Number"; } 82 { title = "H Script Terminate"; arg1 = "Script Number"; arg2 = "Map Number"; } 83 { title = "H Script Locked Execute"; arg1 = "Script Number"; arg2 = "Map Number"; arg3 = "Script Argument 1"; arg4 = "Script Argument 2"; arg5 = "Key Number"; } 90 { title = "H Polyobj Rotate Left (override)"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Target Angle"; } 91 { title = "H Polyobj Rotate Right (override)"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Target Angle"; } 92 { title = "H Polyobj Move (override)"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Movement Angle"; arg4 = "Movement Length"; } 93 { title = "H Polyobj Move (8px, override)"; arg1 = "Polyobj Number"; arg2 = "Movement Speed"; arg3 = "Movement Angle"; arg4 = "Movement Length (8px)"; } 94 { title = "H Pillar Build and Crush"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 95 { title = "H Floor and Ceiling Lower"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 96 { title = "H Floor and Ceiling Raise"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 100 { title = "H Scroll Texture Left"; arg1 = "Scroll Speed"; } 101 { title = "H Scroll Texture Right"; arg1 = "Scroll Speed"; } 102 { title = "H Scroll Texture Up"; arg1 = "Scroll Speed"; } 103 { title = "H Scroll Texture Down"; arg1 = "Scroll Speed"; } 109 { title = "Force Lightning"; } 110 { title = "H Light Raise"; arg1 = "Sector Tag"; arg2 = "Lighting Amount"; mark1 = 1; } 111 { title = "H Light Lower"; arg1 = "Sector Tag"; arg2 = "Lighting Amount"; mark1 = 1; } 112 { title = "H Light Change"; arg1 = "Sector Tag"; arg2 = "Brightness Level"; mark1 = 1; } 113 { title = "H Light Fade"; arg1 = "Sector Tag"; arg2 = "Brightness Level"; arg3 = "Fade Duration"; mark1 = 1; } 114 { title = "H Light Flow"; arg1 = "Sector Tag"; arg2 = "Brightest Level"; arg3 = "Darkest Level"; arg4 = "Fade Duration"; mark1 = 1; } 115 { title = "H Light Flicker"; arg1 = "Sector Tag"; arg2 = "Brightest Level"; arg3 = "Darkest Level"; mark1 = 1; } 116 { title = "H Light Strobe"; arg1 = "Sector Tag"; arg2 = "Brightest Level"; arg3 = "Darkest Level"; arg4 = "Brightest Duration"; arg5 = "Darkest Duration"; mark1 = 1; } 117 { title = "H Light Stop"; arg1 = "Sector Tag"; mark1 = 1; } 120 { title = "H Earthquake"; arg1 = "Intensity"; arg2 = "Duration"; arg3 = "Damage Radius"; arg4 = "Tremor Radius"; arg5 = "Thing Tag"; mark5 = 2; } 121 { title = "H Line Identification"; arg1 = "Set Line ID"; } 129 { title = "H Use Puzzle Item"; arg1 = "Item Number"; arg2 = "Script Number"; arg3 = "Script Argument 1"; arg4 = "Script Argument 2"; arg5 = "Script Argument 3"; } 130 { title = "H Thing Activate"; arg1 = "Thing Tag"; mark1 = 2; } 131 { title = "H Thing Deactivate"; arg1 = "Thing Tag"; mark1 = 2; } 132 { title = "H Thing Remove"; arg1 = "Thing Tag"; mark1 = 2; } 133 { title = "H Thing Destroy"; arg1 = "Thing Tag"; mark1 = 2; } 134 { title = "H Thing Projectile"; arg1 = "MapSpot Tag"; arg2 = "Spawn Thing"; arg3 = "Movement Angle"; arg4 = "Horizontal Movement Speed"; arg5 = "Vertical Movement Speed"; mark1 = 2; } 135 { title = "H Thing Spawn"; arg1 = "MapSpot Tag"; arg2 = "Spawn Thing"; arg3 = "Thing Angle"; mark1 = 2; } 136 { title = "H Thing Projectile with Gravity"; arg1 = "MapSpot Tag"; arg2 = "Spawn Thing"; arg3 = "Movement Angle"; arg4 = "Horizontal Movement Speed"; arg5 = "Vertical Movement Speed"; mark1 = 2; } 137 { title = "H Thing Spawn (silent)"; arg1 = "MapSpot Tag"; arg2 = "Spawn Thing"; arg3 = "Thing Angle"; mark1 = 2; } 138 { title = "H Floor Waggle"; arg1 = "Sector Tag"; arg2 = "Amplitude"; arg3 = "Frequency"; arg4 = "Phase Offset"; arg5 = "Duration"; mark1 = 1; } 140 { title = "H Sector Change Sound"; arg1 = "Sector Tag"; arg2 = "Sound Number"; mark1 = 1; } 160 { title = "H 3D Floor"; arg1 = "Sector tag"; mark1 = 1; } 161 { title = "H Set secor contents"; arg1 = "Contents type"; arg2 = "Translucency"; arg3 = "Flags"; } 172 { title = "H Platform Raise to Nearest Wait Lower"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; mark1 = 1; } 173 { title = "H Noise alert"; arg1 = "Source"; arg2 = "Target"; mark1 = 2; mark2 = 2; } 181 { title = "H Plane Align (slope)"; arg1 = "Align Floor"; arg2 = "Align Ceiling"; arg3 = "Line Tag"; } 192 { title = "H Ceiling Lower to Highest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 193 { title = "H Ceiling Lower Instantly"; arg1 = "Sector Tag"; arg3 = "Movement Amount (8px)"; mark1 = 1; } 194 { title = "H Ceiling Raise Instantly"; arg1 = "Sector Tag"; arg3 = "Movement Amount (8px)"; mark1 = 1; } 195 { title = "H Ceiling Crush Once and Open A"; arg1 = "Sector Tag"; arg2 = "Crush Movement Speed"; arg3 = "Raise Movement Speed"; arg4 = "Crush Damage"; mark1 = 1; } 196 { title = "H Ceiling Crush Start A"; arg1 = "Sector Tag"; arg2 = "Crush Movement Speed"; arg3 = "Raise Movement Speed"; arg4 = "Crush Damage"; mark1 = 1; } 197 { title = "H Ceiling Crush Start A (silent)"; arg1 = "Sector Tag"; arg2 = "Crush Movement Speed"; arg3 = "Raise Movement Speed"; arg4 = "Crush Damage"; mark1 = 1; } 198 { title = "H Ceiling Raise (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount (8px)"; mark1 = 1; } 199 { title = "H Ceiling Lower (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount (8px)"; mark1 = 1; } 200 { title = "H Floor Generic Change"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; arg4 = "Movement Target"; arg5 = "Flags"; mark1 = 1; } 201 { title = "H Ceiling Generic Change"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; arg4 = "Movement Target"; arg5 = "Flags"; mark1 = 1; } 202 { title = "H Door Generic"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Type"; arg4 = "Delay"; arg5 = "Lock"; mark1 = 1; } 203 { title = "H Platform Generic Change"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; arg4 = "Type"; arg5 = "Movement Amount"; mark1 = 1; } 204 { title = "H Stairs Generic Build"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Step Amount"; arg4 = "Flags"; arg5 = "Reset Delay"; mark1 = 1; } 205 { title = "H Ceiling Generic Crush"; arg1 = "Sector Tag"; arg2 = "Crush Movement Speed"; arg3 = "Raise Movement Amount"; arg4 = "Silent"; arg5 = "Crush Damage"; mark1 = 1; } 206 { title = "H Platform Lower Wait Raise (lip)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; arg4 = "Lip Amount"; arg5 = "Use floor sound"; mark1 = 1; } 207 { title = "H Platform Perpetual Move (lip)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Reverse Delay"; arg4 = "Lip Amount"; mark1 = 1; } 208 { title = "H Translucent Line"; arg1 = "Line Tag"; arg2 = "Transparency Amount"; } 209 { title = "H Transfer Heights"; arg1 = "Sector Tag"; arg2 = "When"; mark1 = 1; } 210 { title = "H Transfer Floor Brightness"; arg1 = "Sector Tag"; mark1 = 1; } 211 { title = "H Transfer Ceiling Brightness"; arg1 = "Sector Tag"; mark1 = 1; } 213 { title = "H Sector Fade"; arg1 = "Sector Tag"; arg2 = "Red"; arg3 = "Green"; arg4 = "Blue"; mark1 = 1; } 214 { title = "H Sector Damage"; arg1 = "Sector Tag"; arg2 = "Damage Amount"; arg3 = "Meaning Of Death"; mark1 = 1; } 215 { title = "H Teleport To Line"; arg1 = "Source Line Tag"; arg2 = "Target Line Tag"; arg3 = "Reverse Angle"; } 216 { title = "H Sector Gravity"; arg1 = "Sector Tag"; arg2 = "Gravity Integral"; arg3 = "Gravity Fractional"; mark1 = 1; } 217 { title = "H Stairs Build Doom"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Step Amount"; arg4 = "Build Step Delay"; arg5 = "Reset Delay"; mark1 = 1; } 218 { title = "H Sector Wind"; arg1 = "Sector Tag"; arg2 = "Wind Strength"; arg3 = "Wind Angle"; arg4 = "Line Vector"; mark1 = 1; } 219 { title = "H Sector Friction"; arg1 = "Sector Tag"; arg2 = "Friction Amount"; mark1 = 1; } 220 { title = "H Sector Current"; arg1 = "Sector Tag"; arg2 = "Current Strength"; arg3 = "Current Angle"; arg4 = "Line Vector"; mark1 = 1; } 221 { title = "H Scroll Texture Both"; arg1 = "Line Tag"; arg2 = "Left Speed"; arg3 = "Right Speed"; arg4 = "Down Speed"; arg5 = "Up Speed"; } 222 { title = "H Scroll Texture Model"; arg1 = "Line Tag"; arg2 = "Scroll Bits"; } 223 { title = "H Scroll Floor"; arg1 = "Line Tag"; arg2 = "Scroll Bits"; arg3 = "Method"; arg4 = "Horizontal Speed"; arg5 = "Vertical Speed"; } 224 { title = "H Scroll Ceiling"; arg1 = "Line Tag"; arg2 = "Scroll Bits"; arg3 = "Method"; arg4 = "Horizontal Speed"; arg5 = "Vertical Speed"; } 225 { title = "H Scroll Texture by Offsets"; } 226 { title = "H Script Execute Always"; arg1 = "Script Number"; arg2 = "Map Number"; arg3 = "Script Argument 1"; arg4 = "Script Argument 2"; arg5 = "Script Argument 3"; } 227 { title = "H Point Pusher and Puller Force"; arg1 = "Sector Tag"; arg2 = "Thing Tag"; arg3 = "Strength"; arg4 = "Line Vector"; mark1 = 1; mark2 = 2; } 228 { title = "H Platform Raise Tx0"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 230 { title = "H Platform Raise by Value Tx (8px)"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 231 { title = "H Platform Toggle Ceiling"; arg1 = "Sector Tag"; mark1 = 1; } 232 { title = "H Light Strobe Doom"; arg1 = "Sector Tag"; arg2 = "Brightest Duration"; arg3 = "Darkest Duration"; arg4 = "In sync"; mark1 = 1; } 233 { title = "H Light Change to Darkest"; arg1 = "Sector Tag"; mark1 = 1; } 234 { title = "H Light Change to Brightest"; arg1 = "Sector Tag"; mark1 = 1; } 235 { title = "H Floor Transfer Trigger"; arg1 = "Sector Tag"; mark1 = 1; } 236 { title = "H Floor Transfer Numeric"; arg1 = "Sector Tag"; mark1 = 1; } 238 { title = "H Floor Raise to Lowest Ceiling"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 239 { title = "H Floor Raise by TxTy"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Movement Amount"; mark1 = 1; } 240 { title = "H Floor Raise by Texture"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 241 { title = "H Floor Lower to Lowest TxTy"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 242 { title = "H Floor Lower to Highest"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Adjust Target Height"; mark1 = 1; } 243 { title = "H End Normal"; arg1 = "Position"; } 244 { title = "H End Secret"; arg1 = "Position"; } 245 { title = "H Elevator Raise to Nearest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 246 { title = "H Elevator Raise to Activated Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 247 { title = "H Elevator Lower to Nearest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 249 { title = "H Door Close Wait Open"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; arg3 = "Delay"; arg4 = "Light Tag"; mark1 = 1; mark4 = 1; } 250 { title = "H Floor Donut"; arg1 = "Sector Tag"; arg2 = "Pillar Movement Speed"; arg3 = "Stairs Movement Speed"; mark1 = 1; } 251 { title = "H Floor and Ceiling Lower and Raise"; arg1 = "Sector Tag"; arg2 = "Floor Movement Speed"; arg3 = "Ceiling Movement Speed"; mark1 = 1; } 252 { title = "H Ceiling Raise to Nearest Ceiling"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 253 { title = "H Ceiling Lower to Lowest Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 254 { title = "H Ceiling Lower to Floor"; arg1 = "Sector Tag"; arg2 = "Movement Speed"; mark1 = 1; } 255 { title = "H Ceiling Crush Once and Open A (silent)"; arg1 = "Sector Tag"; arg2 = "Crush Movement Speed"; arg3 = "Raise Movement Speed"; arg4 = "Crush Damage"; mark1 = 1; } } // THING FLAGS thingflags { 1 = "Easy"; 2 = "Medium"; 4 = "Hard"; 8 = "Deaf"; 16 = "Dormant"; 32 = "Fighter class"; 64 = "Cleric class"; 128 = "Mage class"; 256 = "Singleplayer"; 512 = "Cooperative"; 1024 = "Deathmatch"; } // THING TYPES thingtypes { editor { color = 15; // White arrow = 1; title = "Editor Things"; width = 16; sort = 1; 32000 = "3D Mode start"; } players { color = 10; // Light Green arrow = 1; title = "Player Starts"; width = 16; sort = 1; 1 = "Player 1 start"; 2 = "Player 2 start"; 3 = "Player 3 start"; 4 = "Player 4 start"; 11 = "Player Deathmatch start"; } teleports { color = 2; // Green arrow = 1; title = "Teleports"; width = 16; sort = 1; 14 = "Teleport Destination"; } monsters { color = 12; // Light Red arrow = 1; title = "Monsters"; width = 20; sort = 1; 3004 = "Former Human"; 9 = "Former Sergeant"; 65 = "Chaingunner"; 3001 = "Imp"; 3002 { title = "Demon"; width = 30; } 58 { title = "Spectre"; width = 30; } 3006 { title = "Lost Soul"; width = 16; } 3005 { title = "Cacodemon"; width = 31; } 69 { title = "Hell Knight"; width = 24; } 3003 { title = "Baron of Hell"; width = 24; } 68 { title = "Arachnotron"; width = 64; } 71 { title = "Pain Elemental"; width = 31; } 66 = "Revenant"; 67 { title = "Mancubus"; width = 48; } 64 = "Archvile"; 16 { title = "Cyberdemon"; width = 40; } 7 { title = "Spider Mastermind"; width = 128; } 84 = "Wolfenstein SS"; 72 { title = "Commander Keen"; width = 16; } 88 { title = "Icon of Sin"; width = 16; } 89 = "Monsters Spawner"; 87 = "Monsters Target"; } weapons { color = 14; // Yellow arrow = 0; title = "Weapons"; width = 20; sort = 1; 2005 = "Chainsaw"; 2001 = "Shotgun"; 82 = "Super shotgun"; 2002 = "Chaingun"; 2003 = "Rocket launcher"; 2004 = "Plasma gun"; 2006 = "BFG9000"; } ammunition { color = 6; // Brown arrow = 0; title = "Ammunition"; width = 20; sort = 1; 2007 = "Ammo clip"; 2008 = "Shotgun shells"; 2010 = "Rocket"; 2047 = "Cell charge"; 2048 = "Box of Ammo"; 2049 = "Box of Shells"; 2046 = "Box of Rockets"; 17 = "Cell charge pack"; 8 = "Backpack"; } health { color = 1; // Blue arrow = 0; title = "Health and Armor"; width = 20; sort = 1; 2011 = "Stimpak"; 2012 = "Medikit"; 2014 = "Health bonus"; 2015 = "Armor bonus"; 2018 = "Green armor"; 2019 = "Blue armor"; } powerups { color = 9; // Light Blue arrow = 0; title = "Powerups"; width = 20; sort = 1; 83 = "Megasphere"; 2013 = "Soulsphere"; 2022 = "Invulnerability"; 2023 = "Berserk"; 2024 = "Invisibility"; 2025 = "Radiation suit"; 2026 = "Computer map"; 2045 = "Lite Amplification goggles"; } keys { color = 13; // Light Magenta arrow = 0; title = "Keys"; width = 20; sort = 1; 5 = "Blue keycard"; 40 = "Blue skullkey"; 13 = "Red keycard"; 38 = "Red skullkey"; 6 = "Yellow keycard"; 39 = "Yellow skullkey"; } obstacles { color = 3; // Cyan arrow = 0; title = "Obstacles"; width = 20; sort = 1; 2035 { title = "Barrel"; width = 10; } 70 = "Burning barrel"; 48 = "Tall techno pillar"; 30 = "Tall green pillar"; 32 = "Tall red pillar"; 31 = "Short green pillar"; 36 = "Short green pillar (beating heart)"; 33 = "Short red pillar"; 37 = "Short red pillar (skull)"; 47 = "Stalagmite"; 43 = "Gray tree"; 54 { title = "Large brown tree"; width = 32; } 41 = "Evil Eye"; 42 = "Floating skull rock"; } lights { color = 11; // Light Cyan arrow = 0; title = "Light sources"; width = 16; sort = 1; 2028 = "Floor lamp"; 85 = "Tall techno floor lamp"; 86 = "Short techno floor lamp"; 34 = "Candle"; 35 = "Candelabra"; 44 = "Tall blue firestick"; 45 = "Tall green firestick"; 46 = "Tall red firestick"; 55 = "Short blue firestick"; 56 = "Short green firestick"; 57 = "Short red firestick"; 1502 { title = "Static light"; arg1 = "Radius"; } 1503 { title = "Static coloured light"; arg1 = "Radius"; arg2 = "Red"; arg3 = "Green"; arg4 = "Blue"; } } decoration { color = 4; // Red arrow = 0; title = "Decoration"; width = 16; sort = 1; 49 = "Hanging victim, twitching (blocking)"; 63 = "Hanging victim, twitching"; 50 = "Hanging victim, arms out (blocking)"; 59 = "Hanging victim, arms out"; 52 = "Hanging pair of legs (blocking)"; 60 = "Hanging pair of legs"; 51 = "Hanging victim, 1-legged (blocking)"; 61 = "Hanging victim, 1-legged"; 53 = "Hanging leg (blocking)"; 62 = "Hanging leg"; 73 = "Hanging victim, guts removed"; 74 = "Hanging victim, guts and brain removed"; 75 = "Hanging torso, looking down"; 76 = "Hanging torso, open skull"; 77 = "Hanging torso, looking up"; 78 = "Hanging torso, brain removed"; 25 = "Impaled human"; 26 = "Twitching impaled human"; 27 = "Skull on a pole"; 28 = "5 skulls shish kebob"; 29 = "Pile of skulls and candles"; 10 = "Bloody mess"; 12 = "Bloody mess"; 24 = "Pool of blood and flesh"; 79 = "Pool of blood"; 80 = "Pool of blood"; 81 = "Pool of brains"; 15 = "Dead player"; 18 = "Dead former human"; 19 = "Dead former sergeant"; 20 = "Dead imp"; 21 = "Dead demon"; 22 = "Dead cacodemon"; 23 = "Dead lost soul"; } sounds { color = 5; // Purple arrow = 1; title = "Sounds"; width = 0; sort = 1; 1400 = "Sector sound sequence 0"; 1401 = "Sector sound sequence 1"; 1402 = "Sector sound sequence 2"; 1403 = "Sector sound sequence 3"; 1404 = "Sector sound sequence 4"; 1405 = "Sector sound sequence 5"; 1406 = "Sector sound sequence 6"; 1407 = "Sector sound sequence 7"; 1408 = "Sector sound sequence 8"; 1409 = "Sector sound sequence 9"; 1410 = "Sector sound sequence 10"; 14066 { title = "Sound sequence"; arg1 = "Number"; arg2 = "Mode"; } } other { color = 8; // Dark Grey arrow = 1; title = "Other"; width = 0; sort = 1; 9300 = "Polyobject Anchor"; 9301 = "Polyobject Start Spot"; 9302 = "Polyobject Start Spot (crush)"; 9001 = "Map Spot"; 9013 = "Map Spot (gravity)"; } slopes { color = 8; // Grey arrow = 1; title = "Slopes"; width = 0; sort = 1; 1500 = "Floor slope"; 1501 = "Ceiling slope"; 1504 = "Vertex floor height"; 1505 = "Vertex ceiling height"; } }