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DOOM 2016 Music

7. Miscellaneous

Music from DOOM 2016 can be played in DOOM Eternal without changing any of the music files.

2016
music

proceedToNextScript

5. Level Modding Event Calls

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 ...

eventcall
script
2016
Eternal

waitAIHealthLevel

5. Level Modding Event Calls

An eventCall that tells the idEncounterManager to wait until the specified ai type reaches a certain HP level, before executing the next eventCalls. Usage item[0] = { eventCall = { eventDef = "waitAIHealthLevel"; args = { ...

eventcall
wait
2016
Eternal

stopMaintainingAICount

5. Level Modding Event Calls

An eventCall to end a maintainAICount in an idEncounterManager. Usage This eventCall should only be used after a maintainAICount. item[0] = { eventCall = { eventDef = "stopMaintainingAICount"; args = { num = 2; ...

eventcall
maintain
2016
Eternal

spawnSingleAI

5. Level Modding Event Calls

An eventCall to spawn a single idAI2 entity in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnSingleAI"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // s...

eventcall
spawn
spawntarget
2016
Eternal

spawnAI

5. Level Modding Event Calls

An eventCall to spawn multiple idAI2 entities, simultaneously, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnAI"; args = { num = 4; item[0] = { eEncounterSpawnType...

eventcall
spawn
spawngroup
Eternal
2016

setNextScriptIndex

5. Level Modding Event Calls

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 ...

eventcall
set
script
2016
Eternal

socialEmotion_t

5. Level Modding Type Lists

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_...

type
2016

setFactionRelation

5. Level Modding Event Calls

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...

eventcall
set
faction
2016
Eternal

removeAI

5. Level Modding Event Calls

An eventCall to remove spawned ai entities from an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "removeAI"; args = { num = 2; item[0] = { eEncounterSpawnType_t = ""; // spawnType } item[1] = { string = ""; ...

eventcall
misc
2016
Eternal

migrateAIFromExternalScript

5. Level Modding Event Calls

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...

eventcall
2016
Eternal

wait

5. Level Modding Event Calls

An eventCall that tells the idEncounterManager to wait a specified amount of time before executing the next eventCall. Usage item[0] = { eventCall = { eventDef = "wait"; args = { num = 1; item[0] = { ...

eventcall
wait
2016
Eternal

forceAIToFlee

5. Level Modding Event Calls

An eventCall to that forces spawned ai in an idEncounterManager to flee. Usage item[0] = { eventCall = { eventDef = "forceAIToFlee"; args = { num = 4; item[0] = { eEncounterSpawnType_t = ""; // spawnType } item[1] = { string...

eventcall
2016
Eternal

damageAI

5. Level Modding Event Calls

An eventCall to apply a damage type to the specified ai in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "damageAI"; args = { num = 3; item[0] = { decl = { damage = ""; // damageType } } item[1] = {...

eventcall
2016
Eternal

clearFactionOverrides

5. Level Modding Event Calls

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 ...

eventcall
clear
faction
2016
Eternal

waitMaintainComplete

5. Level Modding Event Calls

An eventCall to wait until a preceding maintainAICount finishes. Usage item[0] = { eventCall = { eventDef = "waitMaintainComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } item[1] = { int = 0; /...

wait
2016
Eternal
eventcall
maintain

eEncounterSpawnType_t

5. Level Modding Type Lists

These types can also be dumped with sh_type/mh_type eEncounterSpawnType_t Types 2016 ENCOUNTER_SPAWN_ZOMBIEENCOUNTER_SPAWN_WELDER_ZOMBIEENCOUNTER_SPAWN_IMPENCOUNTER_SPAWN_IMP_ALBINO - Unused/Cut AI typeENCOUNTER_SPAWN_HELL_SOLDIERENCOUNTER_SPAWN_SHOTGUN_SOL...

type
2016
Eternal

encounterGroupRole_t

5. Level Modding Type Lists

These types can also be dumped with sh_type/mh_type encounterGroupRole_t Types 2016 ROLE_DEFENDROLE_ASSAULTROLE_FLANKROLE_FLANK_CHARGEROLE_FORMATIONROLE_THROWROLE_CHARGE Eternal ROLE_DEFENDROLE_ASSAULTROLE_FLANKROLE_FLANK_CHARGEROLE_FORMATIONROLE_THROWROL...

type
2016
Eternal

designerComment

5. Level Modding Event Calls

An eventCall for leaving a comment in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "designerComment"; args = { num = 2; item[0] = { string = ""; // designerComment } item[1] = { bool = true; // printToCo...

eventcall
misc
2016
Eternal

forceChargeOnAllAI

5. Level Modding Event Calls

An eventCall to make all spawned ai in an idEncounterManager charge the player. Usage item[0] = { eventCall = { eventDef = "forceChargeOnAllAI"; args = { num = 0; } } } Example Usage item[0] = { eventCall = { eventDef = "waitAIRemain...

eventcall
misc
2016
Eternal

waitAIRemaining

5. Level Modding Event Calls

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 } ...

2016
Eternal
eventcall
wait