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Ultimate Add-On's (Tournament Edition)
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Cybercore Publishing - Ultimate Add-on's Tournament Edition.iso
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doom2
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edmap
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actions.txt
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Text File
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1995-03-03
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16KB
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305 lines
;ACTIONS.TXT for EdMap v1.30+
;
;lines starting with ";" are ignored
;
;actions entry format:
;num HSR kind: brief;verbose-description
; ^ ^^^ ^ ^ ^
; \ \\\ \ \ \verbose-description: text use only for panel
; \ \\\ \ \brief: description used in info bar, etc
; \ \\\ \kind: optional (M`Door=Manual-Door,Lift,Exit..)
; \ \\\R: repeatable action
; \ \\S: switch/"use" action, must be activated by spacebar/use key
; \ \H: "H"=heretic, "2"=DOOM-II, "."=DOOM-I and -II
; \action/LineDef type number
;
;The columns must be lined up exactly; the 7th column must be "H"/"2"/"."
;
;To integrate changes to this file into the data file, ACTSLIST.DAT, run
; >EDMAPCFG REBUILD
;
;
000 ... (none); no action
000 H.. (none); no action
;
048 ... scroll; wall scrolls horizontally.
;
001 .SR M`Door: 6sec;ceiling behind rises, then returns to floor after 6 sec.
026 .SR M`Door: B-6sec;like [#1``6sec``M`Door], requires a blue key.
027 .SR M`Door: Y-6sec;like [#1``6sec``M`Door], requires a yellow key.
028 .SR M`Door: R-6sec;like [#1``6sec``M`Door], requires a red key.
031 .S. M`Door: open;ceiling behind rises.
032 .S. M`Door: open, blue;like [#31``stays``open``M`Door], requires a blue key.
034 .S. M`Door: open, yellow;like [#31``stays``open``M`Door], requires a yellow key.
033 .S. M`Door: open, red;like [#31``stays``open``M`Door], requires a red key.
046 ... M`Door: shoot- open;shoot open, opens like [#31``stays``open``M`Door].
117 2SR M`Door: fast, 6sec;Manual_Blazing_Door_Raise
118 2S. M`Door: fast open;Manual_Blazing_Door_Open
;
004 ... R`Door: 6sec;ceiling behind rises (door), then returns and stays closed.
029 .S. R`Door: 6sec;switch opens door for 6 seconds.
061 .SR R`Door: 6sec;switch opens door.
063 .SR R`Door: 6sec;switch opens door.
086 ..R R`Door: 6sec;opens door for 6 seconds.
090 ..R R`Door: 6sec;opens door for 6 seconds.
002 ... R`Door: open;ceiling rises (door).
003 ... R`Door: close;ceiling lowers to floor.
042 .SR R`Door: close;switch closes door.
050 .S. R`Door: close;switch closes and locks door.
075 ..R R`Door: close;closes door.
103 .S. R`Door: stays;switch locks door open.
105 2.R R`Door: fast, 6sec;Retrigger_Blazing_Door_Raise
108 2.. R`Door: fast, 6sec;Trigger_Blazing_Door_Raise
111 2S. R`Door: fast, 6sec;Switch_Blazing_Door_Raise
114 2SR R`Door: fast, 6sec;Button_Blazing_Door_Raise
106 2.R R`Door: fast open;Retrigger_Blazing_Door_Open
109 2.. R`Door: fast open;Trigger_Blazing_Door_Open
112 2S. R`Door: fast open;Switch_Blazing_Door_Open
115 2SR R`Door: fast open;Button_Blazing_Door_Open
107 2.R R`Door: fast close;Retrigger_Blazing_Door_Close
110 2.. R`Door: fast close;Trigger_Blazing_Door_Close
113 2S. R`Door: fast close;Switch_Blazing_Door_Close
116 2SR R`Door: fast close;Button_Blazing_Door_Close
099 2SR R`Door: B-fast blue;Button_BlzOpenDoor_Blue
133 2S. R`Door: B-fast blue;Switch_BlzOpenDoor_Blue
136 2SR R`Door: Y-fast yellow;Button_BlzOpenDoor_Yellow
137 2S. R`Door: Y-fast yellow;Switch_BlzOpenDoor_Yellow
134 2SR R`Door: R-fast;Button_BlzOpenDoor_Red
135 2S. R`Door: R-fast;Switch_BlzOpenDoor_Red
076 ..R R`Door: close 30sec;ceiling lowers to floor, then returns in 30 seconds.
016 ... R`Door: close 30sec;ceiling lowers to floor, then returns in 30 seconds and stays up.
;
010 ... Lift: lower for 4sec;floor lowers once for 4 seconds, then returns up.
021 .S. Lift: lower for 4sec;switch lowers floor once for 4 seconds, then returns up.
062 .SR Lift: lower for 4sec;switch floor lowers for 4 seconds, then returns up.
088 ..R Lift: lower for 4sec;floor lowers for 4 seconds, then returns up.
120 2.R Lift: fast;Retrigger_BlazeDownWaitUpStay
121 2.. Lift: fast;Trigger_BlazeDownWaitUpStay
122 2S. Lift: fast;Switch_BlazeDownWaitUpStay
123 2SR Lift: fast;Button_BlazeDownWaitUpStay
;
005 ... Flr: up to max adj;floor rises to highest adjacent floor.
014 .S. Flr: up 24, texture;matches texture, floor rises 24.
015 .S. Flr: up 24, texture;matches texture, floor rises 24.
018 .S. Flr: up to adj;floor rises to next adjacent floor.
019 ... Flr: up to min adj;floor goes to lowest adjacent floor.
020 .S. Flr: up to adj, lock,tx;matches texture, floor rises to next adjacent floor.
022 ... Flr: up to adj, lock,tx;matches texture, floor rises to next adjacent floor.
030 ... Flr: up 128 or 72;floor rises 72 or 128 points.
045 .SR Flr: up to min adj;floor rises to lowest adjacent floor.
058 ... Flr: up 24;floor rises 24.
059 ... Flr: up 24, tx, se;floor rises 24 and matches texture & sector type.
064 .SR Flr: up to min adj ceil;floor rises to lowest adjacent ceiling.
066 .SR Flr: up 24, texture;floor matches texture & rises 24.
067 .SR Flr: up 24, texture;floor matches texture & rises 24.
068 .SR Flr: up to adj, lock,tx;floor rises to next floor and matches texture & sector type.
069 .SR Flr: up to adjacent;floor rises to adjacent floor.
083 ..R Flr: up to min adj;floor rises to lowest adjacent floor.
091 ..R Flr: up to min adj ceil;floor rises to lowest adjacent ceiling.
092 ..R Flr: up 24;floor rises 24.
093 ..R Flr: up 24, tx, se;floor rises 24 and matches texture & sector type.
095 ..R Flr: up to adj, lock,tx;floor rises to adjacent floor, matches texture.
096 ..R Flr: up 128 or 72;floor rises 72 or 128.
101 .S. Flr: up to min adj ceil;floor rises to lowest adjacent ceiling.
102 .S. Flr: up to min adj;floor rises to lowest adjacent floor.
119 2.R Flr: up to next;Trigger_RaiseToNearestFloor
128 2.R Flr: up to next;Retrigger_RaiseToNearestFloor
129 2.R Flr: up fast;Retrigger_Raise_Floor_Turbo
130 2.. Flr: up fast;Trigger_Raise_Floor_Turbo
131 2S. Flr: up fast;Switch_Raise_Floor_Turbo
132 2SR Flr: up fast;Button_Raise_Floor_Turbo
140 2S. Flr: up 512;Switch_RaiseFloor512
009 .S. Flr: dn,``adj up, tx,se;floors match textures, center drops, surrounding rises.
023 .S. Flr: down to min adj;floor drops to lowest adjacent floor.
036 ... Flr: down to 8+adj;floor drops to 8 above the next adjacent floor.
037 ... Flr: dn to adj, tx, se;floor matches texture & sector type, drops to next floor.
038 ... Flr: down to min adj;floor drops to lowest adjacent floor.
055 .S. Flr: to adj ceiling;floor rises to next adjacent ceiling.
056 ... Flr: to adj ceil, lock;floor rises once to next adjacent ceiling.
060 .SR Flr: down to min adj;floor lowers to lowest adjacent floor.
065 .SR Flr: to adj ceiling;floor goes to adjacent ceiling.
070 .SR Flr: down to 8+adj;floor lowers to 8 above the next adjacent floor.
071 .S. Flr: down to 8+adj;floor lowers to 8 above the next adjacent floor.
082 ..R Flr: down to min adj;floor lowers to lowest adjacent floor.
084 ..R Flr: dn to adj, tx,se;floor lowers to adjacent, matches texture & sector type.
094 ..R Flr: to adj ceil, lock;floor goes to next adjacent ceiling.
098 ..R Flr: down to 8+adj;floor lowers to 8 above the adjacent floor.
024 ... Flr: shoot- up to ceil;shoot: floor rises to ceiling.
047 ... Flr: shoot- up, lock,tx;shoot: floor rises, mathces texture.
;
085 2.R Flr/Ceil: Flr```dn, Ceil```up;Retrigger_LwrFloorRaiseCeiling
;
040 ... Ceil: up to max adj;ceiling rises once to highest adjacent ceiling.
041 .S. Ceil: down to floor;switch lowers ceiling once to floor.
043 .SR Ceil: down to floor;switch lowers ceiling to floor.
044 ... Ceil: down to floor+8;ceiling lowers once to 8 above the floor.
049 .S. Ceil: down to floor+8;switch lowers ceiling once to 8 above the floor.
072 ..R Ceil: down to floor+8;ceiling lowers to 8 above the floor.
;
006 ... CrshC: fast hurt;starts ceiling up/down crushing motion once. "fast hurt."
077 ..R CrshC: fast hurt;starts ceiling up/down crushing motion. "fast hurt."
025 ... CrshC: slow hurt;starts ceiling up/down crushing motion once. "slow hurt."
073 ..R CrshC: slow hurt;starts ceiling up/down crushing motion. "slow hurt."
057 ... CrshC: stop crushing;stops ceiling up/down crushing motion and locks.
074 ..R CrshC: stop crushing;stops ceiling up/down crushing motion.
141 2.. CrshC: silent;Trigger_SilentCeilCrush&Raise
;
053 ... MvFlr: start, lock;starts floor up/down motion once.
087 ..R MvFlr: start, lock;starts floor up/down motion.
054 ... MvFlr: stop motion;stops and locks floor up/down motion.
089 ..R MvFlr: stop motion;stops floor up/down motion.
;
007 .S. Stair: rise 8; switch:sector floors rise 8+last sector
008 ... Stair: rise 8; sector floors rise 8+last sector
100 2.. Stair: fast 16; Trigger_BuildStairsTurbo16
127 2S. Stair: fast 16; Switch_BuildStairsTurbo16
;
013 ... Light: max (255);light once to maximum.
081 ..R Light: max (255);light to maximum.
138 2SR Light: max (255);Button_Light_TurnOn
012 ... Light: to max adj;light increases once to brightest adjacent.
080 ..R Light: to max adj;light increases to brightest adjacent.
078 2.R Light: to min adj;Retrigger_LightsToDimmestNear
104 ... Light: to min adj;light decreases to darkest adjacent.
035 ... Light: off (0);turns light off once.
079 ..R Light: off (0);turns light off.
139 2SR Light: off (0);Button_Light_TurnOff
017 ... Light: blinks 1sec;light begins blinking every second.
;
039 ... Telpt: teleport once;teleports only once.
097 ..R Telpt: repeatable;teleports always.
125 2.. Telpt: monster, once;Trigger_TELEPORT_MonsterONLY
126 2.R Telpt: monster, rpt;Retrigger_TELEPORT_MonsterONLY
;
011 .S. Exit: next level;switch ends the level.
052 ... Exit: next level;cross line to end the level.
051 .S. Exit: level 9;switch ends the level and goes to secret level 9.
124 2.. Exit: secret exit;Trigger_SecretEXIT
;
;
;
;
;
048 H.. Scroll: left;Effect_Scroll_Left
099 H.. Scroll: right;Effect_Scroll_Right
;
031 H.. M`Door: open;Manual_Door_Open
032 H.. M`Door: B-stay;Manual_Door_Open_Blue
033 H.. M`Door: G-stay;Manual_Door_Open_Red (Green)
034 H.. M`Door: Y-stay;Manual_Door_Open_Yellow
001 H.R M`Door: 6sec;Manual_Door_Raise
026 H.R M`Door: B-6sec;Manual_Door_Raise_Blue
028 H.R M`Door: G-6sec;Manual_Door_Raise_Red (Green)
027 H.R M`Door: Y-6sec;Manual_Door_Raise_Yellow
046 H.. M`Door: shoot- open;Impact_OpenDoor
;
063 HSR R`Door: 6sec;Button_Raise_Door
090 H.R R`Door: 6sec;Retrigger_Raise_Door
029 HS. R`Door: 6sec;Switch_Raise_Door
004 H.. R`Door: 6sec;Trigger_Raise_Door
061 HS. R`Door: open;Button_Open_Door
086 H.R R`Door: open;Retrigger_Open_Door
103 HS. R`Door: open;Switch_Open_Door
002 H.. R`Door: open;Trigger_Open_Door
042 HSR R`Door: close;Button_Close_Door
075 H.R R`Door: close;Retrigger_Close_Door
050 HS. R`Door: close;Switch_Close_Door
003 H.. R`Door: close;Trigger_Close_Door
076 H.R R`Door: close, 30sec;Retrigger_Close_Door_30
016 H.. R`Door: close, 30sec;Trigger_CloseDoor30
100 H.R R`Door: fast, 6sec;Retrigger_Raise_Door_Turbo
;
062 HSR Lift: lower for 4sec;Button_Plat_Down_Wait_Up_Stay
088 H.R Lift: lower for 4sec;Retrigger_PlatDownWaitUpStay
021 HS. Lift: lower for 4sec;Switch_PlatDownWaitUpStay
010 H.. Lift: lower for 4sec;Trigger_PlatDownWaitUpStay
087 H.R Lift: raise lift;Retrigger_Perpetual_Plat_Raise
053 H.. Lift: raise lift;Trigger_PerpetualPlatformRaise
089 H.R Lift: stop lift;Retrigger_Platform_Stop
054 H.. Lift: stop lift;Trigger_PlatformStop
;
009 HS. Flr: dn,``adj up, tx,se;Switch_Change_Donut
024 H.. Flr: shoot- raise;Impact_RaiseFloor
047 H.. Flr: shoot- up, tx,se;Impact_RaiseFloorNear&Change
064 HSR Flr: raise floor;Button_Raise_Floor
091 H.R Flr: raise floor;Retrigger_Raise_Floor
101 HS. Flr: raise floor;Switch_Raise_Floor
005 H.. Flr: raise floor;Trigger_Raise_Floor
068 HSR Flr: up to adj, tx,se;Button_Raise_Floor_Near&Change
069 HSR Flr: up to adj;Button_Raise_To_Nearest_Floor
096 H.R Flr: up to short tx;Retrigger_Raise_ToShortTexture
095 H.R Flr: up to adj, tx,se;Retrigger_RaiseFloorNear&Change
020 HS. Flr: up to adj, tx,se;Switch_RaiseFloorNear&Change
018 HS. Flr: up to next;Switch_RaiseToNearestFloor
022 H.. Flr: up to adj, tx,se;Trigger_RaiseFloorNear&Change
030 H.. Flr: up to short tx;Trigger_RaiseToShortTexture
066 HSR Flr: raise 24;Button_Raise_Floor_24
092 H.R Flr: raise 24;Retrigger_Raise_Floor_24
093 H.R Flr: raise 24, tx,se;Retrigger_RaiseFloor24_&_Change
015 HS. Flr: raise 24;Switch_RaiseFloor24
058 H.. Flr: raise 24;Trigger_Raise_Floor_24
059 H.. Flr: raise 24, tx,se;Trigger_Raise_Floor_24&Change
067 HSR Flr: raise 32;Button_Raise_Floor_32
014 HS. Flr: raise 32;Switch_RaiseFloor32
070 HSR Flr: fast lower floor;Button_Turbo_Lower_Floor
098 H.R Flr: fast lower floor;Retrigger_Turbo_Lower_Floor
071 HS. Flr: fast lower floor;Switch_Turbo_Lower_Floor
036 H.. Flr: fast lower floor;Trigger_Turbo_Lower_Floor
045 HSR Flr: lower floor;Button_Lower_Floor
083 H.R Flr: lower floor;Retrigger_Lower_Floor
084 H.R Flr: lower floor, tx,se;Retrigger_Lower_Floor_&_Change
102 HS. Flr: lower floor;Switch_Lower_Floor
019 H.. Flr: lower floor;Trigger_LowerFloor
037 H.. Flr: lower floor, tx,se;Trigger_LowerFloor&Change
060 HSR Flr: down to min adj;Button_Lower_Floor_To_Lowest
082 H.R Flr: down to min adj;Retrigger_Lower_Floor_To_Lowest
023 HS. Flr: down to min adj;Switch_Lower_FloorToLowest
038 H.. Flr: down to min adj;Trigger_Lower_Floor_To_Lowest
;
085 H.R Flr/Ceil: Flr```dn, Ceil```up;Retrigger_LwrFloorRaiseCeiling
040 H.. Flr/Ceil: Flr```dn, Ceil```up;Trigger_LowerFloorRaiseCeiling
;
043 HSR Ceil: down to floor;Button_Lower_Ceiling_To_Floor
041 HS. Ceil: down to floor;Switch_Lower_Ceiling_To_Floor
;
025 H.. CrshC: start up/dn;Trigger_CeilingCrush&Raise
073 H.R CrshC: start up/dn;Retrigger_Ceiling_Crush_&_Raise
049 HS. CrshC: start up/dn;Switch_CeilingCrush&Raise
057 H.. CrshC: stop crushing;Trigger_CeilingCrushStop
074 H.R CrshC: stop crushing;Retrigger_Ceiling_Crush_Stop
044 H.. CrshC: lower ceiling;Trigger_Ceiling_Crush
072 H.R CrshC: lower ceiling;Retrigger_Ceiling_Crush
006 H.. CrshC: fast up/dn;Trigger_Fast_Crush_&_Raise
077 H.R CrshC: fast up/dn;Retrigger_Fast_Crush_&_Raise
;
065 HSR CrshF: crushing floor;Button_Raise_Floor_Crush
094 H.R CrshF: crushing floor;Retrigger_Raise_Floor_Crush
055 HS. CrshF: crushing floor;Switch_Raise_FloorCrush
056 H.. CrshF: crushing floor;Trigger_Raise_FloorCrush
;
007 HS. Stair: rise 8;Switch_Build_Stairs
107 HS. Stair: rise 16;Switch_Build_Stairs_16
008 H.. Stair: fast 8;Trigger_Build_Stairs
106 H.. Stair: fast 16;Trigger_Build_Stairs_16
;
017 H.. Light: strobe light;Trigger_StartSlowStrobing
081 H.R Light: max (255);Retrigger_Light_Turn_On_255
013 H.. Light: max (255);Trigger_LightTurnOn255
080 H.R Light: brighten;Retrigger_Light_Turn_On
012 H.. Light: brighten;Trigger_LightTurnOn
079 H.R Light: darken;Retrigger_Lights_Very_Dark
078 H.R Light: to min adj;Retrigger_LightsToDimmestNear
104 H.. Light: to min adj;Trigger_Lights_To_Dimmest_Near
035 H.. Light: darken;Trigger_Lights_Very_Dark
;
097 H.R Telpt: repeatable;Retrigger_TELEPORT
039 H.. Telpt: teleport once;Trigger_TELEPORT
;
011 HS. Exit: next level;Switch_EXIT
052 H.. Exit: next level;Trigger_EXIT
051 HS. Exit: secret exit;Switch_SecretExit
105 H.. Exit: secret exit;Trigger_SecretExit
;
000 ... Last entry not used.
;