Thing (DED)

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Thing
Attributes: Copy, Mods
Type ReferenceDED Syntax

Explanation of the Thing definition.

Syntax

Thing
{
 ID = ""
 Doomed Number = 0
 Name = ""
 Spawn State = ""
 See State = ""
 Pain State = ""
 Melee State = ""
 Missile State = ""
 Crash State = ""
 Death State = ""
 Xdeath State = ""
 Raise State = ""
 See Sound = ""
 Attack Sound = ""
 Pain Sound = ""
 Death Sound = ""
 Active Sound = ""
 Reaction Time = 0
 Pain Chance = 0
 Spawn Health = 0
 Speed = 0.0
 Radius = 0.0
 Height = 0.0
 Mass = 0
 Damage = 0
 Flags = ""
 Flags2 =""
 Flags3 =""
}

Spawn/See/Pain... State

Simply, a state defines what a thing will be doing and looks like at any given time in game.

The things "spawn" state(s) defines a things default function, as it what it does simply by itself. Scenery and pickup things will usually only have spawn states. A thing must have at least one spawn state or it will be removed imediately from the gameworld at map start up.

The other states series are called by various actions attached to other state series. Quite simply. Said actions will make the thing immediately enter one of these state series. Bad guys and such will usually use all of these other state series.

See/Attack/Pain... Sound

Various sounds that will be played at different times by the thing. These are all tied to either entering various state series or states with certain actions attached.

The see sound will be played when the thing is forced to enter it's "see" state from its spawn state, whilst the "attack" sound will be played every time the thing tries to attack the player in melee.

Reaction Time

A forced delay that determines how long a bad guy will take to first attack the player after being alerted. Note that this is canceled out if the thing enters its pain or melee state series' for whatever reason.

Pain Chance

Whenever a bad guy is hit, it has a certain chance to enter its "pain" state series. This field can be any value from 0-255. 255 means 100%, while 0 obviously means 0. Note that if a thing has a pain chance higher than 0, it must have a "pain" state series must be defined.

Spawn Health

How much damage the thing can take. When a things health is reduced to 0 it will automatically enter its "death" state series or simply vanish if it doesn't have any death states.

Speed

How far a thing moves in the game world during every state it enters that has the A_Chase action attached. Note that how long the thing takes to move this distance is controlled by the state itself.

Radius

Radius of the thing.

Height

Height of the thing.

Mass

How much the thing will be pushed when it is hit. Higher numbers mean it won't be pushed as far.

Damage

The amount of damage the thing will do if it collides with something. This field is reserved for things with the "mf_missile" flag and a couple of very specific actions. It will have no affect otherwise.

Flags

Any number of flags can be attached to a thing, but not all flags will work in all games. To use more than one flag, simply put a space (Flags = "mf_solid mf_shootable...)"

Flag libdoom libheretic libhexen Description
special Yes Yes Yes
solid Yes Yes Yes The thing can not be walked through.
shootable Yes Yes Yes The thing can be shot and auto-aimmed at by any weapon.
nosector  Yes Yes Yes
noblockmap  Yes Yes Yes
ambush  Yes Yes Yes
justhit  Yes Yes Yes
justattacked  Yes Yes Yes
spawnceiling  Yes Yes Yes The thing spawns attached to the sectors ceiling, rather than the default floor. It should be noted that if the thing doesn't have the mf_nogravity flag attached that it will fall to the floor as soon as the map starts.
nogravity  Yes Yes Yes The thing is unaffected by gravity.
dropoff  Yes Yes Yes Allows a non-flying thing (i.e the player) to travel off cliff's higher than 24 unit's. Missiles also need this flag.
pickup  Yes Yes Yes
clip  Yes Yes Yes
slide  Yes Yes Yes
float  Yes Yes Yes The thing can fly if it also has mf_nogravity attached to it.
teleport  Yes Yes Yes
missile  Yes Yes Yes The thing is considered a missile. It will enter it's death state as soon as it touches another thing or floor/wall.
dropped  Yes Yes
altshadow  Yes The thing is rendered as near completely transparrent.
shadow  Yes Yes Yes The thing is rendered as semi-transparrent.
noblood  Yes Yes Yes When the the thing is hit, puff's will be spawned instead of blood splays.
corpse  Yes Yes Yes
infloat  Yes Yes Yes The thing is spawned at a random height between the floor and ceiling of the sector it start's in. It should be noted that if the thing doesn't have the mf_nogravity flag attached that it will fall to the floor as soon as the map starts.
countkill  Yes Yes Yes This thing is counted on the kill counter at the intermission screen.
countitem  Yes Yes This thing is counted on the item counter at the intermission screen.
icecorpse  Yes
skullfly  Yes Yes Yes
tdmatch  Yes Yes Yes
translation  Yes Yes Yes
transshift  Yes Yes Yes
local  Yes Yes Yes
brightexplode  Yes Yes Yes
brightshadow  Yes Yes Yes
viewalign  Yes Yes Yes The thing will always be aligned to the camera.

Flags2

Flag libdoom libheretic libhexen Description
alwayslit  Yes Yes The thing is always lit. This is the same effect as applying 327xx frame numbers to every state.
lograv  Yes Yes Yes
windthrust  Yes Yes The thing will be affected by wind sectors (both Heretic/HeXen default sector types and XG).
floorbounce  Yes Yes Yes The thing will bouce along/off the floor/ceiling. Note that a missile that hits the floor/ceiling will enter it's death state even with this flag.
blasted  Yes
thrughost  Yes Yes If attached to a missile, this will make it go through a thing with the mf_shadow flag.
fly  Yes Yes Yes
footclip  Yes Yes Yes If the thing enters sectors with certain floor graphics, it's graphics will be lowered by a few pixels to give the impression of it wading (i.e through water).
spawnfloat  Yes Yes Yes
noteleport  Yes Yes Yes The thing will not activate teleporter line types.
rip  Yes Yes Yes
pushable  Yes Yes Yes The thing can be pushed like Heretic's puff pods. Currently there is no way to determine how far a thing will be pushed though.
slide  Yes Yes Yes
onmobj  Yes
passmobj  Yes Yes Yes
cantpush  Yes Yes Yes
dropped  Yes
boss  Yes Yes Yes In Doom. Heretic and HeXen, this renders the bad guy immune to splash damage. In Heretic and HeXen no bad guy will try to fight it if struck by it andit also raises the things ascioated sound effects to max volume (i.e the sounds become unaffected by distance).
firedamage  Yes Yes If a shootable thing is killed by a missile with this flag attached, it will burst into flames.
dmgthrust  Yes Yes Yes
telestomp  Yes Yes Yes The thing can use a teleporter line type even if something is standing on the destination (it gib's them)
floatbob  Yes Yes Yes The thing will bob up and down. Note this can lead to it clipping through the floor/ceiling.
dontdraw  Yes Yes Yes
impact  Yes
pushwall  Yes
mcross  Yes Things with this flag attached will actiavte standard HeXen lines with a "monster cross" requirement. Note this flag is not required for monsters to be able to activate XG lines with a monster cross requirement.
pcross  Yes Things with this flag attached will actiavte standard HeXen lines with a "player cross" requirement. Note this flag is not required for players to be able to activate XG lines with a player cross requirement.
cantleavefloorpic  Yes The thing can not enter sectors that are higher or lower than the one it starts in unless pushed by an attack.
nonshootable  Yes The thing can't be hurt and auto-aim will not register it as a target. Some Hexen actions can turn this flag on and off in a things states.
invulnerable  Yes The thing can't be hurt. Some Hexen actions can turn this flag on and off in a things states.
dormant  Yes The thing will start in a "dormant" state. Namely it won't move and is invulnerable. Note that this can be set on individual bad guys in a map editor, so there isn't any need to use this flag in a ded (the flag is present to allow a standard HeXen line type to enable and disable thing(s) being "dormant" in game.
icedamage  Yes If a missile has this flag attached, anything killed by it will turn into an ice statue.
seekermissile  Yes
reflective  Yes The thing will reflect any missile that hit's it back at it's origin. Some Hexen actions can turn this flag on and off in a things states.

Flags3

Flag libdoom libheretic libhexen Description
noinfight  Yes Yes Yes Things with this flag attached will not be attacked by another monster even if accidently hurt by them. But mf_just hit will still be called toward the player even if it is another monsters attack that causes it.