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42 total results found

DOOM 2016 Music

7. Miscellaneous

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

2016
music

waitStaggeredSpawnComplete

5. Level Modding Event Calls

An eventCall to wait until the preceding staggeredAISpawn finishes. Usage item[0] = { eventCall = { eventDef = "waitStaggeredSpawnComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } item[1] = { i...

eventcall
staggerspawn
wait
2016
Eternal

aiStateOverride_t

5. Level Modding Type Lists

These types can also be dumped with sh_type/mh_type aiStateOverride_t Types 2016 AIOVERRIDE_DEFAULTAIOVERRIDE_FORCE_AWARENESS_OF_PLAYERAIOVERRIDE_FORCE_AWARENESS_OF_ENTITYAIOVERRIDE_FORCE_SEARCH_TO_PLAYERAIOVERRIDE_FORCE_SEARCH_TO_ENTITYAIOVERRIDE_CHARGE_ME...

type
2016
Eternal

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

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

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

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

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

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

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

maintainAICount

5. Level Modding Event Calls

An eventCall to maintain a certain quantity of respawning idAI2 in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "maintainAICount"; args = { num = 8; item[0] = { eEncounter...

eventcall
spawn
maintain
Eternal
2016

activateTarget

5. Level Modding Event Calls

An eventCall to activate another entity from an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "activateTarget"; args = { num = 2; item[0] = { entity = ""; // target } item[1] = { string = ""; // designCommen...

eventcall
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

waitKillCount

5. Level Modding Event Calls

An eventCall that tells the idEncounterManager to wait until a certain quantity of the specified ai type are killed. Usage item[0] = { eventCall = { eventDef = "waitKillCount"; args = { num = 3; item[0] = { ...

eventcall
wait
2016
Eternal

staggeredAISpawn

5. Level Modding Event Calls

An eventCall to spawn multiple idAI2 entities, with a delay between each spawn, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "staggeredAISpawn"; args = { num = 6; item[0] = { ...

eventcall
spawn
spawngroup
staggerspawn
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

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

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