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Getting Started

Eternal - Level Modding Tools

Entities Files Levels are edited through ".entities" files and are saved in:<resource>/maps/game/<campaign>/<level_name>/<level_name>.entities Example:e1m1_intro_patch1/maps/game/sp/e1m1_intro/e1m1_intro.entities> This is the level file path for Hell on Eart...

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 =...

Text Editor

Eternal - Level Modding Tools

Notepad++ is the Recommended Text Editor to Use .entities files are compressed and must be decompressed in order to edit Entities. Decompressing Tools: EntitySlayer by FlavorfulGecko5 - DownloadFile -> Export to text (make sure the file extension is still...

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"; } ...

EternalMod.json

Eternal - How to Create Mods

You can provide additional info for your mod by creating a file called "EternalMod.json" in the .zip file alongside the rest of your resource folders. This file is not required when creating mods, but it can be helpful for users when organizing their mods. C...

Command Prompt Tips

Eternal - How to Create Mods

There are thousands of extracted files available and sometimes it can be difficult to locate what you need. On the Windows Operating System, you will be using the Console Command Prompt (CMD).To access it, simply type "command prompt" or "cmd" in the search b...

idMusicEntity

Eternal - Level Modding Entities

Music Entities are used to play music in the level. Usage entity { entityDef sound_sound_musicentity_1 { inherit = "sound/musicentity"; class = "idMusicEntity"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = ...

entity
music
Eternal

EntitySlayer

Eternal - Level Modding Tools

EntitySlayer by FlavorfulGecko5 - Download EntitySlayer is an easy yet powerful entity editing tool that lists entities as nodes, while providing advanced features such as filtering, searching, multi-node selection.To install: Extract the files to whatever ...

Creating Mods

Eternal - How to Create Mods

Getting Your Mod to Work: For your mod to function in the injector, you must have your folder structure EXACTLY the same as it is structured in the extracted files. When making mods, you should copy only the files you need to edit. Do not change anything i...

File Extensions

Eternal - How to Create Mods

This is a list of the most common files you'll edit when creating a mod. It is recommend that you download the tools to extract the game resources before continuing. That way, you can reference these files as you go. .decl File Extension .decl files (short f...

Extracting Resources

Eternal - How to Create Mods

In order to create mods, you will need to have the game's resources extracted into the various files that can be edited. Resources are divided by levels or general categories. They will be sorted into folders when extracted. It is recommend that you extract a...

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...