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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...
idTarget_LayerStateChange
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
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
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
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
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
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
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
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
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
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 ...
Single Maps
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
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
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
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
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
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
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
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
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...