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Home Edutainment Collection 4: Games & Extensions
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Aztech-HomeEdutainmentCollection-Vol4-3DGamesExtensions.iso
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dck.adf
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Text File
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1994-08-01
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7KB
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279 lines
DCK automation definition file.
Defines motifs and sector objects.
All lines in this file are ignored except those between and including lines
starting with [.
Use DCKADF to compile this file.
*****************************************************************************
* Motifs *
*****************************************************************************
DCK uses motifs as default textures and light values when creating new
lines and sectors. To set a motif, press Alt+M from the map editor.
When DCK looks for defaults in the motif, it will search the currently set
motif and if it can't find what it's looking for, it will search the
Default Motif (which MUST be the first motif here.)
No error-checking is done on this file (for valid textures, etc.)
[Motif] Default
TexNormal STARTAN3
TexUpper STARTAN3
TexLower STARTAN3
DoorBig BIGDOOR2
DoorSmall DOOR1
DoorTrak DOORTRAK
FloorTex FLOOR4_8
CeilTex CEIL3_5
LightNormal 200
LightDarker 140
LightBrighter 230
; Optional -- Not used by DCK internally, but some of the sector
; objects look for "TeleFloor" and "HurtFloor".
TeleFloor GATE1
HurtFloor NUKAGE3
[End]
[Motif] Medieval
TexNormal GSTONE1
TexUpper GSTONE1
TexLower GSTONE1
DoorBig BIGDOOR7
DoorSmall DOOR3
DoorTrak SUPPORT3
FloorTex DEM1_5
CeilTex CEIL3_5
LightNormal 180
LightDarker 120
LightBrighter 220
[End]
[Motif] Grey_Modern
TexNormal GRAY7
TexUpper GRAY7
TexLower GRAY7
DoorBig BIGDOOR2
DoorSmall BIGDOOR4
DoorTrak DOORTRAK
FloorTex FLOOR0_5
CeilTex FLAT18
LightNormal 220
LightDarker 200
LightBrighter 230
[End]
[Motif] Hot_Stuph
TexNormal ROCKRED1
TexUpper ROCKRED1
TexLower ROCKRED1
DoorBig BIGDOOR5
DoorSmall DOOR3
DoorTrak DOORTRAK
FloorTex FLOOR6_1
CeilTex FLOOR7_1
LightNormal 140
LightDarker 120
LightBrighter 165
[End]
[Motif] Ocean
TexNormal SP_ROCK1
TexUpper SP_ROCK1
TexLower SP_ROCK1
FloorTex FWATER1
CeilTex FLOOR6_2
LightNormal 200
[End]
[Motif] HELL
TexNormal FIREWALL
TexUpper SUPPORT3
TexLower SUPPORT3
DoorBig BIGDOOR7
DoorSmall DOOR3
DoorTrak SUPPORT3
FloorTex FLOOR6_1
CeilTex BLOOD1
LightNormal 140
[End]
[Motif] Brown
TexNormal BROWNHUG
TexUpper METAL
TexLower METAL
DoorBig BIGDOOR5
DoorSmall DOOR3
DoorTrak SUPPORT3
FloorTex FLOOR7_1
CeilTex FLOOR7_1
LightNormal 180
[End]
[Motif] Metal1
TexNormal METAL1
TexUpper METAL1
TexLower METAL1
DoorBig BIGDOOR2
DoorSmall DOOR3
DoorTrak DOORTRAK
FloorTex MFLR8_1
CeilTex MFLR8_1
LightNormal 180
[End]
*****************************************************************************
* Sector objects *
*****************************************************************************
Can be accessed in DCK with Alt+O. Each object is applied "top-down" to
the sector. Following is a command reference:
Command <Parameter 1> <Parameter 2>
Each parameter is one of:
1) A string, ie: STARTAN3. Case does not matter. You can also use the
values of the current motif with 'variables': Use $M_xxx, where xxx is
the name of one of the commands in the motif. For example:
FloorTex $M_HurtFloor
Would look for the command "HurtFloor" in the motif and replace it with
the value of the command.
2) An integer, ie: 97, -24.
3) A relativity command, which means "add the value of this to the second
parameter." Valid relativities are:
Ceil : Add the value of the sector's ceiling
Floor: Add the value of the sector's floor
Adjac: Add the value of the appropriate parent sector value. eg:
Floor Adjac +8 Would set the floor to [parent's value]+8
Light Adjac -50 Would set the light to [parent's value]-50
Real : Don't add anything.
4) None means the command doesn't take any parameters.
Here are the commands:
Floor Relativity Integer
Sets the floor height of the sector.
FloorTex String
Sets the floor texture of the sector.
Ceil Relativity Integer
Sets the ceiling height of the sector.
CeilTex Relativity Integer
Sets the ceiling texture of the sector.
Light Relativity Integer
Sets the light value of the sector.
SecType Integer
Sets the sector's type.
BLineType Integer
Sets all of the sector's borderlines to the supplied type.
BLineLTex String
Sets the lower texture of all sidedefs bordering the sector.
BLineUTex String
Sets the upper texture of all sidedefs bordering the sector.
BLineFTex String
Sets the full texture of all sidedefs bordering the sector.
SecFindTag None
Finds a new sector tag and gives it to the sector.
BLineSetTag None
Sets all borderlines to have the same tag as the sector.
ObjInsert Integer
Inserts the specified THING in the center of the sector.
*****************************************************************************
* Sector objects begin here *
*****************************************************************************
[SectObject] Teleporter
Floor Adjac 8 ; Relative height
FloorTex $M_TeleFloor ; Use the current motif's teleport floor
Light Adjac 25 ; Relative light value
BLineType 97 ; Borderline type (WR teleporter)
ObjInsert 14 ; Inserts this at the center of the sector
BLineLTex $M_TexLower
SecFindTag ; Find a sector tag
BLineSetTag ; That'll set THAT tag to the borderlines
SecFindTag ; Find *another* tag to make this a
; destination
[End]
[SectObject] Acid_Pool
Floor Adjac -24
FloorTex $M_HurtFloor
SecType 7
BLineLTex NUKE24
[End]
[SectObject] Crushing_Block
SecFindTag ; Find a sector tag
BLineSetTag ; Set all the surrounding lines to the tag
BLineUTex $M_TexUpper
BLineType 77 ; Fast crush, slow damage (WR)
[End]