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- ;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.
- ;
-