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264 total results found

Doom Eternal Modding

stopMaintainingAICount

5. Level Modding Event Calls

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; ...

eventcall
maintain
2016
Eternal

Commands & Variables

3. Command Console

Information about general console commands and variables.

console
command
variable

Backups

7. Miscellaneous

Information about how to backup various aspects of DOOM Eternal.

Backup
Save
File
Level

Command Groups

3. Command Console

Information about commands that are specific for a given category.

console
command
meath00k
performance
battlemode
weapons

Video Modding

7. Miscellaneous

Information for people who are looking to create video mods.

video
gif

Custom AI

6. Custom Assets

Information about how to create and manage custom AI variants.

custom
ai

maintainAICount

5. Level Modding Event Calls

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...

eventcall
spawn
maintain
Eternal
2016

Keyboard Shortcuts

Wiki Rules / How to Contribute Tips for Wiki Editors

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

Wiki Rules / How to Contribute Tips for Wiki Editors

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

Wiki Rules / How to Contribute Tips for Wiki Editors

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

5. Level Modding Event Calls

An eventCall to spawn multiple idAI2 entities, simultaneously, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnAI"; args = { num = 4; item[0] = { eEncounterSpawnType...

eventcall
spawn
spawngroup
Eternal
2016

spawnSingleAI

5. Level Modding Event Calls

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...

eventcall
spawn
spawntarget
2016
Eternal

wait

5. Level Modding Event Calls

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] = { ...

eventcall
wait
2016
Eternal

Visuals

7. Miscellaneous

Information about various visual effects, such as FX, Particles, and Ribbons.

FX
Effect
Particle
Ribbon
Recolor

staggeredAISpawn

5. Level Modding Event Calls

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] = { ...

eventcall
spawn
spawngroup
staggerspawn
2016
Eternal

waitKillCount

5. Level Modding Event Calls

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] = { ...

eventcall
wait
2016
Eternal

waitAIHealthLevel

5. Level Modding Event Calls

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 = { ...

eventcall
wait
2016
Eternal

spawnArchvile

5. Level Modding Event Calls

An eventCall to spawn an Archvile. Usage item[0] = { eventCall = { eventDef = "spawnArchvile"; args = { num = 4; item[0] = { entity = ""; // spawnTarget } item[1] = {...

eventcall
spawn
spawntarget
spawngroup
archvile
Eternal

spawnBuffPod

5. Level Modding Event Calls

An eventCall to spawn a buff totem. Usage item[0] = { eventCall = { eventDef = "spawnBuffPod"; args = { num = 3; item[0] = { entity = ""; // spawnTarget } item[1] = {...

eventcall
spawn
spawntarget
Eternal

activateTarget

5. Level Modding Event Calls

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...

eventcall
2016
Eternal

waitMaintainComplete

5. Level Modding Event Calls

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; /...

wait
2016
Eternal
eventcall
maintain

waitStaggeredSpawnComplete

5. Level Modding Event Calls

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...

eventcall
staggerspawn
wait
2016
Eternal

damageAI

5. Level Modding Event Calls

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] = {...

eventcall
2016
Eternal

designerComment

5. Level Modding Event Calls

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...

eventcall
misc
2016
Eternal

forceAIToFlee

5. Level Modding Event Calls

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...

eventcall
2016
Eternal

assetsinfo JSON

ModInjector JSON Guide

The "assetsinfo" JSON can be used to add entirely new assets to the game.

Reverse Engineering Notes

8. Reverse Engineering / File Formats

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.

level
map
entities

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.

Miscellaneous
Misc
Other

ModInjector JSON Guide

Information about the Modinjector JSON format

3. Command Console

Information about the command console.

command
console

6. Custom Assets

Information for people who want to learn how to create their own custom assets.

ai
custom
asset

9. Multiplayer Modding

Information for playing and creating multiplayer mods such as modded Battlemode, Slayer vs Slayer, Co-op, and Invasion.

Multiplayer
PvP
Battlemode
Tenemode
Slayer vs Slayer
Deathmatch
Co-op
Invasion
Server
Network

Logic Graphs (Kiscule)

8. Reverse Engineering / File Formats

Kiscule is probably the most powerful scripting tool in the idTech7 engine.

0. idStudio

Mods are now officially supported by id Software & Bethesda.

official

Event Calls

5. Level Modding

A description of various eventCalls that can be used when building a custom encounter.

Type Lists

5. Level Modding

Tools

5. Level Modding

Information about the tools necessary for Level Modding.

General Information

2. How to Create Mods

Start here for learning how to create mods.

Entities

5. Level Modding

A description of various entities that shape the level.

map
level
logic

Audio Modding

2. How to Create Mods

Information for people who are looking to create Music, Sound Effect, and Voice Over mods.

audio
sound
music
voice

String Modding

2. How to Create Mods

Information for people who are looking to create mods that affect Text.

string
text

File Formats

8. Reverse Engineering / File Formats

Enumerated Types

8. Reverse Engineering / File Formats

A list of important enumerated types used in the idTech7 engine.

Rules / Guidelines

Wiki Rules / How to Contribute

Please read and understand these rules before contributing content to the Wiki.

Tips for Wiki Editors

Wiki Rules / How to Contribute

Useful tips for editing wiki content

forceChargeOnAllAI

5. Level Modding Event Calls

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...

eventcall
misc
2016
Eternal