Skip to main content
Advanced Search
Search Terms
Content Type

Exact Matches
Tag Searches
Date Options
Updated after
Updated before
Created after
Created before

Search Results

50 total results found

encounterGroupRole_t

5. Level Modding Type Lists

These types can also be dumped with sh_type/mh_type encounterGroupRole_t Types 2016 ROLE_DEFENDROLE_ASSAULTROLE_FLANKROLE_FLANK_CHARGEROLE_FORMATIONROLE_THROWROLE_CHARGE Eternal ROLE_DEFENDROLE_ASSAULTROLE_FLANKROLE_FLANK_CHARGEROLE_FORMATIONROLE_THROWROL...

type
2016
Eternal

waitRandomKillCount

5. Level Modding Event Calls

An eventCall to wait until a random quantity of specified ai types are killed in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "waitRandomKillCount"; args = { num = 4; item[0] = { eEncounterEventFlags_t = ""; // aiTyp...

eventcall
wait
random
2016
Eternal

idArchvileTemplate

5. Level Modding Entities

An entity to control what ai types an Archvile can summon. Usage entity { entityDef example_archvile_template { class = "idArchvileTemplate"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPoo...

entity
archvile
Eternal

idGuiEntity_Text

5. Level Modding Entities

An entity that displays text in the world. Example entity { entityDef sample_text { // name of the entity inherit = "gui/text"; class = "idGuiEntity_Text"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false...

entity
Eternal

idAI2

5. Level Modding Entities

An entity for AI/NPCs, usually demons. idAI2 can be individually placed throughout a map, or more preferably, spawned with an idTarget_Spawn. The exact ai type of the idAI2 can be checked by looking at the inherit parameter. Usage This is an example of a He...

entity
2016
Eternal

idTarget_Spawn

5. Level Modding Entities

An entity to spawn other entities. Primarily used for idAI2 entities. It should be noted that most of these parameters can be excluded unless needed. An idTarget_Spawn can be simplified down to this, as an example, if all the player wishes to do is be able to...

entity
2016
Eternal

proceedToNextScript

5. Level Modding Event Calls

An eventCall to proceed to the next script in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "proceedToNextScript"; args = { num = 2; item[0] = { bool = true; // bypassNextWaitForCommit } item[1] = { bool ...

eventcall
script
2016
Eternal

setNextScriptIndex

5. Level Modding Event Calls

An eventCall to set the index of the next script in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setNextScriptIndex"; args = { num = 1; item[0] = { // nextScriptIndex int = 1; } } } } nextScriptIndex ...

eventcall
set
script
2016
Eternal

migrateAIFromExternalScript

5. Level Modding Event Calls

An eventCall to migrate ai entities from another idEncounterManager, into the current encounter manager. Usage item[0] = { eventCall = { eventDef = "migrateAIFromExternalScript"; args = { num = 4; item[0] = { entity = ""; // encounterScr...

eventcall
2016
Eternal

setMusicState

5. Level Modding Event Calls

An eventCall to change the state of the specified idMusicEntity in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setMusicState"; args = { num = 3; item[0] = { entity = ""; // target } item[1] = { decl = ...

eventcall
set
music
Eternal

eEncounterSpawnType_t

5. Level Modding Type Lists

These types can also be dumped with sh_type/mh_type eEncounterSpawnType_t Types 2016 ENCOUNTER_SPAWN_ZOMBIEENCOUNTER_SPAWN_WELDER_ZOMBIEENCOUNTER_SPAWN_IMPENCOUNTER_SPAWN_IMP_ALBINO - Unused/Cut AI typeENCOUNTER_SPAWN_HELL_SOLDIERENCOUNTER_SPAWN_SHOTGUN_SOL...

type
2016
Eternal

waitMulitpleConditions

5. Level Modding Event Calls

An eventCall for using multiple wait eventCalls in an idEncounterManager. This eventCall is spelled incorrectly in the engine ("Mulitple"), and must be used this way. Usage item[0] = { eventCall = { eventDef = "waitMulitpleConditions"; args = { ...

eventcall
wait
2016
Eternal

clearFactionOverrides

5. Level Modding Event Calls

An eventCall to clear any faction overrides set by a preceding setFactionRelation in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "clearFactionOverrides"; args = { num = 0; } } } Example Usage item[0] = { eventCall ...

eventcall
clear
faction
2016
Eternal

setFactionRelation

5. Level Modding Event Calls

An eventCall to force an emotion between an instigating and target faction in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setFactionRelation"; args = { num = 4; item[0] = { eEncounterSpawnType_t = ""; // instigator...

eventcall
set
faction
2016
Eternal

waitAIRemaining

5. Level Modding Event Calls

An eventCall to wait until a certain quantity of specified ai types remain in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "waitAIRemaining"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } ...

2016
Eternal
eventcall
wait

idMusicEntity

5. Level Modding Entities

Music Entities are used to play music in the level. Usage entity { entityDef sound_sound_musicentity_1 { inherit = "sound/musicentity"; class = "idMusicEntity"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = ...

entity
music
Eternal

spawnPossessedAI

5. Level Modding Event Calls

An eventCall to spawn an ai that is already possessed by a spirit in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnPossessedAI"; args = { num = 7; item[0] = { eEncounterSpawnType_t = ""; // ai_spawnType } ...

eventcall
spawn
spirit
Eternal

spawnSpirit

5. Level Modding Event Calls

An eventCall to spawn a spirit in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnSpirit"; args = { num = 4; item[0] = { entity = ""; // spawnTarget } item[1] = { eEncounterSpawnType_t = ""; // allowe...

eventcall
spawn
spirit
Eternal

aiStateOverride_t

5. Level Modding Type Lists

These types can also be dumped with sh_type/mh_type aiStateOverride_t Types 2016 AIOVERRIDE_DEFAULTAIOVERRIDE_FORCE_AWARENESS_OF_PLAYERAIOVERRIDE_FORCE_AWARENESS_OF_ENTITYAIOVERRIDE_FORCE_SEARCH_TO_PLAYERAIOVERRIDE_FORCE_SEARCH_TO_ENTITYAIOVERRIDE_CHARGE_ME...

type
2016
Eternal

idTarget_Command

5. Level Modding Entities

An entity to trigger the specified console commands. Usage entity { entityDef example_target_command_eternal { class = "idTarget_Command"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPoolin...

entity
2016
Eternal