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Performance Commands
Where to find Performance Commands Go to the Developer Console, you can find all the needed commands with find cvar <input> Command Information find cvar Displays information about cvar and the commands that include cvar. find cvar ...
idPlayerStart
An entity that defines the spawn position for players. Single Player entity { entityDef initial_player_start_1 { class = "idPlayerStart"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling...
Entities List (Doom 2016)
A complete list of every entity class in Doom 2016: idAASObstacle idAASReachability idAbnormalPlayerMetrics idActionNode idActor idActorAmbientFilter idActorWorkNode idAFEntity_Corpse idAFEntity_Dummy idAFEntity_Generic idAI2 idAIAASHint idAIComba...
Console Variables (CVAR)
Console Variables are like Console Commands but require specific numeric variables following the command. Common Console Variables If you are having trouble finishing a command, select TAB and the console with display available parameters. Command ...
idTargetableProxyHandler & idTarget_SmartAIProxy
The idTargetableProxyHandler entity defines the render model and proxy list for Meathook Nodes. The idTarget_SmartAIProxy entity defines the grapple position for Meathook Nodes. Requires assets from either a TAG2 map, besides Dark Lord (e5m1_spear, e5m2_eart...
idSoundEntity
Sound entities are used to broadcast sounds to a player. Usage entity { entityDef sound_buffpod_1 { inherit = "sound/soundentity"; class = "idSoundEntity"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false...
idDestructible
An entity that can be destroyed by certain actions. Breakable Concrete Wall entity { entityDef game_destructible_e2m1_nest_breakable_concrete_wall_1 { inherit = "destructible/e2m1_nest/breakable_concrete_wall"; class = "idDestructible"; expandInherit...
idGameChallenge
An entity that determines the game mode for the level. Only one idGameChallenge entity can exist per entities file. idGameChallenge_CampaignSinglePlayer entity { entityDef gameplay_info_game_challenge_campaign_1 { inherit = "info/game_challenge/campaign"...
idProp_Coop
An entity that can create a physical obstruction for all players. Usage entity { entityDef prop_barrier_1 { class = "idProp_Coop"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling = fals...
idTarget_Timeline
An entity that plays multiple entities after a set amount of time between each event. Usage entity { layers { "game/pvp/slayer_team" // give the timeline a layer } instanceId = 4206901337; // look for the instance ID for some entities originalName...
Audio Length
See Extracting Game Audio & Creating Audio Mods before proceeding. This is an Advanced Guide, you are expected to have a decent understanding of how audio (primarily music) flows in DOOM Eternal. Backup your PCK files Find the location of whichever PCK file...
idInteractable
An entity that is interactable with a melee input. Some of these entities only work in specific resources. You will need to pull assets from other levels if you want to use them in a level where they normally do not exist. Skull Switch entity { entityDef ...
idTrigger_Teleporter & idInfo_TeleportDestination
The idTrigger_Teleporter entity defines the location where the player can teleport from. The idInfo_TeleportDestination entity defines the location and orientation where the idTrigger_Teleporter takes the player. idTrigger_Teleporter entity { entityDef in...
idEntityFx
An entity that will play FX. Usage entity { layers { "game/pvp/slayer_team" // give the FX a layer } instanceId = 4206901337; // give the FX an instance ID so it can easily be attached to a timeline. originalName = "left_func_fx_slayer_portal_1"; ...
idTarget_FirstThinkActivate
An entity that will execute on map load. Usage entity { entityDef first_think_activate_1 { class = "idTarget_FirstThinkActivate"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = true; disableAIPooling = false;...
idProp2
An entity that will spawn a pickup or barrel. Health entity { entityDef pickups_pickup_health_large_1 { inherit = "pickup/health/large"; class = "idProp2"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = true;...
EntityDef/Pickup
Not all pickups can be spawned in every level. They can only be spawned in the levels they normally appear in. For example, a Mega Health cannot be spawned in Hell on Earth. Base Campaign pickup/armor/large pickup/armor/medium pickup/armor/small pickup/he...
EntityDef/AI
Each AI may only be spawned in their respected campaign AND anything released after. For example, Spirits can be spawned in any TAG1 or TAG2 level, but not in the Base Campaign. Base Campaign ai/ambient/buffpod ai/ambient/tentacle ai/ambient/zombie_cueball...
HIRC Objects
See Audio Length before proceeding. HIRC (Hierarchy) Objects These are the components to the PCK files. They are separated by <object> in the exported XML document. Music Attenuation Determines the force reduction of the overall audio. It is measured by "...
idTarget_Command
An entity to trigger the specified console commands. Usage entity { entityDef example_target_command_2016 { class = "idTarget_Command"; expandInheritance = false; poolCount = 0; poolGranularity = 2; edit = { "idEntity::entityFlags_t" flags = {...