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idMusicEntity
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 = ...
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 ...
Extracting Strings
See Extracting Resources before proceeding. You must have gameresources.resources extracted. A string is a sequence of characters (text) that appears literally. Extracting Tools BlangJsonGeneratorUI by PowerBall253 - DownloadModifies BLANG files and exports...
idAI2
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...
Legal Disclaimer
DOOM Eternal, id, id Software and related logos are registered trademarks or trademarks of id Software LLC. Bethesda, Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. The Doom Eternal Modding Wiki is a...
String Customization
Strings can be customized to help specific characters stand out. String customization applies to both BLANG files and idGuiEntity_Text entities. Available Colors Start with ^ then a character from the list below, then end with ^7 Ex: "^5sample text^7" (with...
Creating Audio Mods
See Extracting Game Audio before proceeding. Instructions are for Windows users. Audio Editing Download an audio-editing tool of your choice, such as Audacity - Download Import the OGG or OPUS files and edit them in your audio-editing tool. Make sure th...
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 ...
Audio File Extensions
These are the audio file types you will be interacting with. .ogg Extracted music files from "music", "music_patch_1", & "music_patch_2" will be converted to this format if they are to be edited.OGG files CANNOT be re-injected into DOOM Eternal.Example:culti...
waitAIRemaining
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 } ...
Extracting Game Audio
It is recommended to do all of your extracting in the SAME disk drive (ex: C:\) Extracting Tools EternalAudioExtractor by proteh - DownloadExports WEM & OPUS audio from SND files for Windows OS. EternalAudioExtractorLinux by PowerBall253 - DownloadExports W...
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...
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...
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 = ...
waitMulitpleConditions
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 = { ...
clearFactionOverrides
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 ...
socialEmotion_t
These types can also be dumped with sh_type/mh_type socialEmotion_t Types 2016 EMOTION_TERRIFIEDEMOTION_FEAREMOTION_WARYEMOTION_DESTROY_AT_ALL_COSTSEMOTION_DESTROYEMOTION_HATEEMOTION_ANGEREMOTION_DISLIKEEMOTION_ANNOYEDEMOTION_NEUTRALEMOTION_FRIENDLYEMOTION_...
setFactionRelation
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...
String File Extensions
These are the string file types you will be interacting with. .blang String files that CANNOT be read by a raw text editor.BLANG files CAN be re-injected into DOOM Eternal.Example:english.blang .json Extracted string files that CAN be read by a raw text ed...