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Doom Eternal Modding
stopMaintainingAICount
An eventCall to end a maintainAICount in an idEncounterManager. Usage This eventCall should only be used after a maintainAICount. item[0] = { eventCall = { eventDef = "stopMaintainingAICount"; args = { num = 2; ...
Commands & Variables
Information about general console commands and variables.
Backups
Information about how to backup various aspects of DOOM Eternal.
Command Groups
Information about commands that are specific for a given category.
Video Modding
Information for people who are looking to create video mods.
Custom AI
Information about how to create and manage custom AI variants.
maintainAICount
An eventCall to maintain a certain quantity of respawning idAI2 in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "maintainAICount"; args = { num = 8; item[0] = { eEncounter...
Keyboard Shortcuts
The following shortcuts are available in the WYSIWYG Editor: Shortcut (Windows & Linux/Mac) Description Ctrl+S / Cmd+S Save Draft Ctrl+Enter / Cmd+Enter Save Page & Continue Ctrl+B / Cmd+B Bold Ctrl+I / Cmd+I Italic Ctr...
Searching Content
The ability to search your documentation is vital to day-to-day use. There are a few locations within BookStack where you can search for your content. Below is a list of search functions within BookStack: Header Search Bar - The search bar/link in the head...
Reusing Page Content
How to use include tags to reuse pages and page content within other pages. You may find that you want to include the same block of content in multiple places. You could copy and paste that content into multiple pages but then, if that content needs to be cha...
spawnAI
An eventCall to spawn multiple idAI2 entities, simultaneously, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnAI"; args = { num = 4; item[0] = { eEncounterSpawnType...
spawnSingleAI
An eventCall to spawn a single idAI2 entity in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnSingleAI"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // s...
wait
An eventCall that tells the idEncounterManager to wait a specified amount of time before executing the next eventCall. Usage item[0] = { eventCall = { eventDef = "wait"; args = { num = 1; item[0] = { ...
Visuals
Information about various visual effects, such as FX, Particles, and Ribbons.
staggeredAISpawn
An eventCall to spawn multiple idAI2 entities, with a delay between each spawn, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "staggeredAISpawn"; args = { num = 6; item[0] = { ...
waitKillCount
An eventCall that tells the idEncounterManager to wait until a certain quantity of the specified ai type are killed. Usage item[0] = { eventCall = { eventDef = "waitKillCount"; args = { num = 3; item[0] = { ...
waitAIHealthLevel
An eventCall that tells the idEncounterManager to wait until the specified ai type reaches a certain HP level, before executing the next eventCalls. Usage item[0] = { eventCall = { eventDef = "waitAIHealthLevel"; args = { ...
spawnArchvile
An eventCall to spawn an Archvile. Usage item[0] = { eventCall = { eventDef = "spawnArchvile"; args = { num = 4; item[0] = { entity = ""; // spawnTarget } item[1] = {...
spawnBuffPod
An eventCall to spawn a buff totem. Usage item[0] = { eventCall = { eventDef = "spawnBuffPod"; args = { num = 3; item[0] = { entity = ""; // spawnTarget } item[1] = {...
activateTarget
An eventCall to activate another entity from an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "activateTarget"; args = { num = 2; item[0] = { entity = ""; // target } item[1] = { string = ""; // designCommen...
waitMaintainComplete
An eventCall to wait until a preceding maintainAICount finishes. Usage item[0] = { eventCall = { eventDef = "waitMaintainComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } item[1] = { int = 0; /...
waitStaggeredSpawnComplete
An eventCall to wait until the preceding staggeredAISpawn finishes. Usage item[0] = { eventCall = { eventDef = "waitStaggeredSpawnComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } item[1] = { i...
damageAI
An eventCall to apply a damage type to the specified ai in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "damageAI"; args = { num = 3; item[0] = { decl = { damage = ""; // damageType } } item[1] = {...
designerComment
An eventCall for leaving a comment in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "designerComment"; args = { num = 2; item[0] = { string = ""; // designerComment } item[1] = { bool = true; // printToCo...
forceAIToFlee
An eventCall to that forces spawned ai in an idEncounterManager to flee. Usage item[0] = { eventCall = { eventDef = "forceAIToFlee"; args = { num = 4; item[0] = { eEncounterSpawnType_t = ""; // spawnType } item[1] = { string...
assetsinfo JSON
The "assetsinfo" JSON can be used to add entirely new assets to the game.
Reverse Engineering Notes
Miscellaneous notes related to id Tech 7 reverse engineering. Much of this is copied from the now-deleted id Tech 7 wiki and written by Chrispy.
For Wiki Editors
Level Modding (2016)
Information for creating custom levels and encounters. Documentation on event calls, entity types, etc.
Doom 2016 Modding
5. Level Modding
Information for creating custom levels and encounters. Documentation on event calls, entity types, etc.
1. How to Install Mods
Information for people who want to learn how to play DOOM Eternal with mods.
Wiki Rules / How to Contribute
Important: if you'd like to contribute to the Wiki, please read here first.
2. How to Create Mods
Information for people getting started with making their first mods. Covers sound, string, model modding, and multiplayer mods.
8. Reverse Engineering / File Formats
Documentation on the id Tech 7 Engine, including known structs and file formats. Intended for developers.
4. Texture Modding
A comprehensive guide to creating texture mods for Doom Eternal, from basic to advanced techniques.
7. Miscellaneous
Anything that does not fit in the other categories go here. Covers FX/Particles, Backups, etc.
ModInjector JSON Guide
Information about the Modinjector JSON format
3. Command Console
Information about the command console.
6. Custom Assets
Information for people who want to learn how to create their own custom assets.
9. Multiplayer Modding
Information for playing and creating multiplayer mods such as modded Battlemode, Slayer vs Slayer, Co-op, and Invasion.
Logic Graphs (Kiscule)
Kiscule is probably the most powerful scripting tool in the idTech7 engine.
0. idStudio
Mods are now officially supported by id Software & Bethesda.
Event Calls
A description of various eventCalls that can be used when building a custom encounter.
Type Lists
Tools
Information about the tools necessary for Level Modding.
General Information
Start here for learning how to create mods.
Entities
A description of various entities that shape the level.
Audio Modding
Information for people who are looking to create Music, Sound Effect, and Voice Over mods.
String Modding
Information for people who are looking to create mods that affect Text.
File Formats
Enumerated Types
A list of important enumerated types used in the idTech7 engine.
Rules / Guidelines
Please read and understand these rules before contributing content to the Wiki.
Tips for Wiki Editors
Useful tips for editing wiki content
forceChargeOnAllAI
An eventCall to make all spawned ai in an idEncounterManager charge the player. Usage item[0] = { eventCall = { eventDef = "forceChargeOnAllAI"; args = { num = 0; } } } Example Usage item[0] = { eventCall = { eventDef = "waitAIRemain...