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setMusicState
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 = ...
idTrigger
An entity that will trigger its listed targets when used. Usage entity { entityDef mod_trigger_1 { inherit = "trigger/trigger"; class = "idTrigger"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; dis...
EntityDef/AI (2016)
ai/demon/archvile ai/demon/archvile_base ai/demon/baron ai/demon/baron_base ai/demon/cacodemon ai/demon/cacodemon_base ai/demon/cyberdemon ai/demon/cyberdemon_base ai/demon/cyberdemon_hell ai/demon/hellknight ai/demon/hellknight_base ai/demon/imp a...
raiseEventFlagOnExternalScript
An eventcall to trigger a flag on an idEncounterManager outside of the one that this eventcall is used in. Usage item[0] = { eventCall = { eventDef = "raiseEventFlagOnExternalScript"; args = { num = 3; item[0] = { entity = "game_ai_encou...
makeAIAwareOfPlayer
An eventCall to make any ai entities spawned in an idEncounterManager, aware of the player. Usage item[0] = { eventCall = { eventDef = "makeAIAwareOfPlayer"; args = { num = 4; item[0] = { bool = true; // allActive } item[1] = { ...
idTarget_Show
An entity that will show the listed entities when activated. Usage entity { entityDef example_target_show_eternal { class = "idTarget_Show"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPool...
idTarget_Hide
An entity that will hide the listed entities when activated. Note that not all entities can be hidden. Usage entity { entityDef example_target_hide_eternal { class = "idTarget_Hide"; expandInheritance = false; poolCount = 0; poolGranularity = 2; ...
idTarget_Remove
An entity that will remove the listed entities when activated. Usage entity { entityDef example_target_remove_eternal { class = "idTarget_Remove"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disable...
idVolume_PlayerEnvOverride
An entity to overwrite the envSettings decl set by idWorldspawn when within the defined volume. Usage entity { entityDef volume_env_override_1 { inherit = "volume/env_override"; class = "idVolume_PlayerEnvOverride"; expandInheritance = false; poolC...
waitRandomKillCount
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...
idTarget_Teleport
An entity to teleport the player to the specified location when used. Usage entity { entityDef example_target_teleport_eternal { class = "idTarget_Teleport"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false...
idTarget_Command
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...
idArchvileTemplate
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...
idTarget_Spawn
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...
proceedToNextScript
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 ...
setNextScriptIndex
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 ...
migrateAIFromExternalScript
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...
SnapHak/Bubblebear commands
Overview Bubblebear (also known as SnapHak) is a tool by chrispy that adds additional functionality to Doom 2016, including extending the capabilities of SnapMap beyond the in-game editor, adding loose file (re)loading, new superscripts, and unlocking/adding ...