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EntityDef/AI (2016)

Doom 2016 Modding

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...

2016
snaphak
bubblebear

idTarget_LayerStateChange

Eternal - Level Modding Entities

An entity that can save the player's progress as a checkpoint and-as its name implies-manipulate layers. Checkpoint entity { entityDef checkpoint_target_change_layer_1 { class = "idTarget_LayerStateChange"; expandInheritance = false; poolCount = 0; ...

Doors

Eternal - Multiplayer Modding Entities

Door entity { entityDef interact_doors_cultist_wide_01_1 { inherit = "interact/doors/cultist_wide_01"; class = "idInteractable_Obstacle"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPoolin...

Useful Commands

Eternal - Multiplayer Modding Getting Starting

Optimization restartMapWithLobbyCan be executed by the host to restart the entire map for all players in the party. exitShellLobbyCan be execute by the host to leave the match and retain all players within their party, so long as the clients do not select ...

Network Issues

Eternal - Multiplayer Modding Getting Starting

Game Issues Players cannot access dossier to see the mini-map or change their runes. Take Back rune & Extra Lives do not work. Time-affecting runes and weapons will de-sync clients. Barrels may not explode properly. This is due to making them Network Rep...

How to Play Multiplayer Mods

Eternal - Multiplayer Modding Getting Starting

See Commands (CMD) before proceeding. When starting DOOM Eternal from the launcher on Steam, launch the main version of DOOM Eternal, and not "Play DOOM Eternal with Mods". The latter specifically refers to the official idMods format and bears no relevance to...

setNextScriptIndexRandom

Eternal - Level Modding Event Calls

An eventCall to set a random index of the next script in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setNextScriptIndexRandom"; args = { num = 2; item[0] = { int = 1; // from event 0 } item[1] = { int ...

idTrigger_Teleporter_Fade

Eternal - Level Modding Entities

The idTrigger_Teleporter_Fade entity defines the location where the player can teleport from with the fade effect. entity { entityDef trigger_teleport_fade_1 { inherit = "trigger/teleport_fade"; class = "idTrigger_Teleporter_Fade"; expandInheritance =...

idTarget_EnableTarget

Eternal - Level Modding Entities

An entity that either exclusively enables targets, or exclusively disables them, in contrast to other entity types that tend to simply trigger or toggle their targets. entity { entityDef example_enable { expandInheritance = false; poolCount = 0; poolG...

Campaigns

Eternal - idStudio Level Mods List

Mostly mods consisting of multiple levels. If anyone reading knows of other mods that aren't listed here, feel free to @ the writer on Discord. Mods either have a link to the Bethesda website or Nexus if they haven't been already uploaded to the Mod Portal....

SnapHak/Bubblebear commands

Eternal - Command Console Command Groups

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 ...

snaphak
bubblebear
2016

Single Maps

Eternal - idStudio Level Mods List

Mods consisting of one level. If anyone reading knows of other mods that aren't listed here, feel free to @ the writer on Discord. The star symbols indicate the difficulty of the levels. Levels with no rating either haven't been played by the page author or...

idTrigger_Push

Eternal - Level Modding Entities

An entity that moves players inside of it.   entity { entityDef game_trigger_push_1 { class = "idTrigger_Push"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling = ...

idTarget_DevLoadoutSwap

Eternal - Level Modding Entities

An entity that replaces the Slayer's current loadout with something else. Usage entity { entityDef devinvloadout_swap_1 { class = "idTarget_DevLoadoutSwap"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkR...

idTarget_Codex

Eternal - Level Modding Entities

An entity to activate codex entries. Usage entity { entityDef example_codex_entity { class = "idTarget_Codex"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling = false; edit = { spa...

idTrigger_TakeDamage & idTarget_Melee

Eternal - Level Modding Entities

An either shootable or punchable trigger activated when it takes damage. Assets for both of these types of entities will not be present in all levels. You may need to use assetsinfo to import a level that does, if you wish to use them in levels that originall...

idTrigger_BouncePad & idInfo_BounceDestination

Eternal - Level Modding Entities

Entities that propel a player to a target destination. A bounce pad consists of either three or four entities: A trigger that actually launches the player. A destination for the trigger to target. A particle emitter. Dynamic entities to render the pad o...

idTrigger_GorillaBar

Eternal - Level Modding Entities

An entity volume that allows Slayers to swing onto. Metal A entity { entityDef game_interact_vault_pipe_metal_a_1 { inherit = "interact/vault/pipe"; class = "idTrigger_GorillaBar"; expandInheritance = false; poolCount = 0; poolGranularity = 2; ...

DevInvLoadout Fundamentals

Eternal - Level Modding Slayer Inventory

The devinvloadout decls dictate the slayer's starting inventory when the player loads a map, but does not load an existing save file. Scenarios where this occurs include: Creating a new save file. Joining an online match. playing through the tutorial. ...

Breakable Walls

Eternal - Multiplayer Modding Entities

Breakable Wall entity { entityDef destructible_mall_wall_b_1 { inherit = "destructible/e2m1_nest/mall_wall_b"; class = "idDestructible"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling...