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296 total results found

Creating Custom AI - entities

Eternal - Custom Assets Custom AI

See Creating Custom AI - decls before proceeding idAI2 - Reference Reference the original idAI2 file for the vanilla AI and copy it into a separate text file. Like the the entitydef decl file, this links all the decls together in a usable format. You will ne...

idEncounterManager

Eternal - Level Modding Entities

An entity that scripts the encounters. This is what is used to spawn in demons. Usage entity { entityDef example_encounter_manager { inherit = "encounter/manager"; class = "idEncounterManager"; expandInheritance = false; poolCount = 0; poolGranul...

idEnvironmentalDamage_Hurt_Trigger

Eternal - Level Modding Entities

An entity that deals damage when entering its volume. Essentially the damaging part of a hazard. Usage entity { entityDef example_hurt_trigger { inherit = "envhazard/volume/electrical_blue"; class = "idEnvironmentalDamage_Hurt_Trigger"; expandInherit...

idTarget_Count

Eternal - Level Modding Entities

An entity that is commonly used for relays. As with most computing logic, relays wait for specified inputs before it can send its output. Usage entity { entityDef example_relay { inherit = "target/relay"; class = "idTarget_Count"; expandInheritance ...

idDynamicEntity

Eternal - Level Modding Entities

An entity that consists of various objects not connected to the level geometry. Usage entity { entityDef example_func_dynamic { inherit = "func/dynamic"; class = "idDynamicEntity"; expandInheritance = false; poolCount = 0; poolGranularity = 2; ...

idTarget_Spawn_Parent

Eternal - Level Modding Entities

An entity that idTargetSpawnGroup entities use to define what AI can spawn in its spawn group. Usage entity { entityDef example_target_spawn_group_parent { inherit = "encounter/spawn_group/parent"; class = "idTarget_Spawn_Parent"; expandInheritance =...

idTargetSpawnGroup

Eternal - Level Modding Entities

An entity used to group multiple idTarget_Spawn entities. Target Spawn Groups are used for define what specific spawn positions can be used for eventCalls that spawn multiple AI at a time, such as: spawnAI, maintainAICount, staggeredAISpawn, etc. Usage enti...

idEncounterTrigger_Exit

Eternal - Level Modding Entities

An entity used to end an encounter manager Usage entity { entityDef example_trigger_exit { inherit = "encounter/trigger/exit"; class = "idEncounterTrigger_Exit"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated =...

idEncounterTrigger_Commit

Eternal - Level Modding Entities

An entity used to trigger an encounter manager Usage entity { entityDef example_trigger_commit { inherit = "encounter/trigger/commit"; class = "idEncounterTrigger_Commit"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkRe...

idEncounterTrigger_RaiseUserFlag

Eternal - Level Modding Entities

An entity used to trigger (raise a flag) for encounters. Usage entity { entityDef example_user_flag { inherit = "encounter/trigger/user_flag"; class = "idEncounterTrigger_RaiseUserFlag"; expandInheritance = false; poolCount = 0; poolGranularity =...

Creating Custom AI - textures

Eternal - Custom Assets Custom AI

See Creating Custom AI - decls before proceeding Creating Custom Textures While adding custom textures into the game is possible, it is not the optimal choice. Even if the added textures are in a relatively high patch directory, there is the chance that some...

waitForEventFlag

Eternal - Level Modding Event Calls

An eventCall that waits until a trigger is activated, or a "flag" is raised. Usage item[0] = { eventCall = { eventDef = "waitForEventFlag"; args = { num = 4; item[0] = { eEncounterEventFlags_t = "ENCOUNTER_EVENT_FLAG_USER_EVENT"; } ...

Getting Started in Substance Painter

Eternal - Visual Modding Texture Modding

In this video, I outline how to get your models into Substance Painter, use Normal Maps, bake your Mesh Maps, and everything else you need to get your project off on the right foot!

HIRC Objects

Eternal - Audio Modding Advanced Information

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 "...

Audio Length

Eternal - Audio Modding Advanced Information

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...

Performance Commands

Eternal - Command Console Command Groups

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 ...

idTarget_Notification

Eternal - Level Modding Entities

An entity that creates a notification on player's screen when triggered. Usage entity { entityDef example_notification { class = "idTarget_Notification"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; ...

raiseEventFlagOnExternalScript

Eternal - Level Modding Event Calls

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...

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Assets Info Redirect Links

Eternal - Custom Assets Moving Assets

assetsinfo JSON Format Overview Reference: "resources" Array

idParticleEmitter

Eternal - Level Modding Entities

An entity that emits particles. Usage entity { entityDef example_particle_emitter { inherit = "func/emitter"; class = "idParticleEmitter"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPool...